Necron Codex Review: The Good, the bad, and the Ugly Part 3: Fast and Heavy

Her everyone, Reecius here from Frontline Gaming to hit the third installment of the Necron Codex review.

Check out the Tactics Corner for more great reviews!

Let’s hop right back into it!

Don’t write when you’re tired! Haha, made a couple of errors in this one, which will be edited in red. Sorry for any confusion.

Eastwood-Clint-Good-the-Bad-and-the-Ugly-The

The Good

NightScythe_Watermark

Night Scythe

It got toned down, yes, but it is still a fantastic vehicle. And–let’s be honest with ourselves–it was under-costed before. Now, it is at a fair price point. It is functionally the same thing it was before, although Tesla got toned down, however with the changes to Living Metal, you won’t be getting Stunned/Shaken as much unless you opt to Jink. Tesla shouldn’t have gotten better when you Jinked, anyway, lol. Comparisons to the past aside, the Night Scythe gives you a vehicle that provides solid firepower but more importantly, the ability to deposit a unit dang near anywhere on the table at game’s end to snag an objective for the win. So long as even a single Night Scythe is still operational with an ObSec unit inside, a Necron player still has a chance in an objective game. Fun fact: per raw, you cannot re-embark on a Night Scythe for lols!

crons 006

Ghost Ark

Ghost Arks were good before, but wow, now they’re fantastic. I am bummed they can still only carry Warriors (it would have been fun to put Lychguard in there!), they are solid units. The Ghost Ark is cheap, weighing in at only 105pts, is a Skimmer meaning it can Jink and is fairly mobile, and has Quantum Shielding, Living Metal and 4HP, making it pretty dang resilient. Open Topped is it’s one downside, but totally fair at the price point. As an Open Topped vehicle though, you can toss in some assault Characters for some fun!

Now, when it makes new Warriors, it has no chance to hurt itself…awesome! This combined with all of the ways to boost RP (Reanimation Protocols) can make a big block of Warriors ultra durable. The Guass Flayer Arrays also got a boost becoming Salvo 5/10 and as Vehicles are Relentless, they always fire max shots, which is nice. Not amazing firepower, but a good boost. Units inside can shoot, too. If using a CAD or Allied Detachment, this vehicle chosen for a unit of Warriors also becomes ObSec, which is potentially game winning. Fun fact: take it as a dedicated transport in the Reclamation Legion formation and it too, gets Move Through Cover, which is fantastic.

In all, I really dig this vehicle. I see it being used best to support a big block of Warriors which have some RP buffing special rules to make them your go to objective taking unit. Alternatively, you could just run it with 10 Warriors inside to sweep up a flank as a self-contained objective grabber.

4-9-14 pics 008

Canoptek Wraiths

In a book with relatively great balance, this unit stands out as a bit of a WTF? Canoptek Wraiths were already very good, and now they’re even better. It’s a bit annoying as they overshadow so many other units by so much that you are absolutely going to see Wraith spam lists all over the place which gets lame to play against pretty quickly. However, negativity aside, this is quite clearly an all-star unit. They got bumped up to T5, and kept their 3++. They have 3 rending attacks each and with Whip Coils, go up to I5. Wraithflight lets them move through anything, even through other units and impassible terrain so long as they don’t end their move “in” them. Oh, and they got changed to Beast unit type, too. Holy shnikeys. So, they’re lightening fast, ignore terrain, hit like a brick shithouse, are fearless, swing before most things, and are hard as hell to hurt with 2 wounds a piece. And the funny part is, they cost as much as a Terminator, lol! So yeah, they are a bit OP, and you will be seeing them all over the place, so prepare your list to deal with them. As a Necron player, these are a no-brainer unit. Almost every list will have at least one unit of them. Particularly taken in the Canoptek Harvest Formation, but we’ll get to that, later. You can upgrade them to have some interesting guns (one of which is instant death on a to wound roll of a 6, the Exile Ray) but as they are Beasts, they will typically be running.

Previously, you’d run them with a Destroyer Lord to beef them up a bit and give them PE. You can still do that, but as he is Jet Pack Infantry now, he is a little cumbersome to keep up with them as he has to move twice and string them out and they lose Fleet, but can still work. Honestly though, they don’t need him, anymore. They’re plenty tough enough to run on their own. They are probably the most powerful unit in this book.

4-9-14 pics 023

Canoptek Scarabs

Canoptek Scarabs went up in points, and their Entropic Strike ability changed for the better in some ways and worse in others. In all though, they’re still an excellent unit. Scarabs are Fearless (like all Canoptek units), move like Beasts, are Swarms, and have 4 attacks each. They’re big shtick though, is that they wound anything on a 6 and glance any vehicle on a 6. This is slick as that plus Fearless means they are awesome for tar-pitting and grinding down big things like Super Heavy Vehicles and Monstrous Creatures. Stomps are still a big threat, though, but can be mitigated with the Canoptek Harvest Formation. With their speed, they are especially good at taking down vehicles that like to stay in the backfield. Spyders still make more of them, too, so the Scarab Farm is alive and well. This is a great tool to have in your list to deal with problem units, particularly if you have some Spyders to support and replenish them. Just be wary of Ignores Cover or Melee attacks at str6+, as they will mow through the little buggers.

Tomb Blades

I have always used and enjoyed Tomb Blades but wow, now they kick butt. They’re a Jetbike unit built on a Warrior stat line. The come stock with a twin Gauss Blaster which is solid, and can be upgraded to a twin Tesla Carbine, but I always opt for the Particle Beamer as massed, high strength 6 blast weapons can do some serious work. You stack those templates on Infantry that are clustered and you can easily rack up dozens of wounds and wipe a unit. At strength 6, they’re also a decent threat to MCs and light vehicles, too.

While I typically adhere to the “More Boys, Less Toys,” philosophy, with Tomb Blades I reverse course. I think in most cases you want to take all of the upgrades for them. The reason being that for one, they’re dirt cheap, and for two going from a 4+ to 3+ save is huge and protects them from most template weapons which are a big threat as all of their weapons are relatively short ranged and when combined with RP, makes them pretty damn tough. Edit: You may only take +1 cover OR Ignores Cover, and Ignores Cover is the obvious choice, here. +1 cover save is also awesome for obvious reasons, but particularly with the Beamers which you don’t want to Jink with. The Nebuloscope for Ignores Cover is, clearly, fantastic. That with the blast weapons will devastate light Infantry. Ignores Cover with the Guass Blaster makes these guys a nasty threat to Vehicles, particularly Skimmers that often rely on a Jink save, themselves. As a part of a Reclamation Legion, they also get MTC, which is fantastic. In all, this is a great unit, much improved, and gets past the previous problem I often had with them dying before being able to get an RP roll. Now, with the changes to RP, they are much more likely to survive to keep on fighting.

Destoryers!

Destoryers!

Destroyers

They also, are much improved! They flirt with the Ugly category, IMO, but are good enough to be tournament worthy in the right list and so go here. They got a big boost, going up to 2 wounds. That, plus RP being taken before the morale check helps units like this a lot as before, they would often get wiped and not get their RP roll at all. Now, they are much more likely to stay in the fight. They’re also now Jet Pack Infantry, which means you get to go Tau on the enemy and JSJ (Jump, Shoot, Jump) all over the place, which is fun. Their firepower output is solid, too, with 2 S5, AP3 shots+PE (Preferred Enemy) which makes them quite lethal. As stated in part 2 of this series, stick them next to a Triarch Stalker and they go up to an absurd 97%+ accuracy. The only real downside to this unit is that they are in the same slot as Wraiths, and their weapon is a bit short ranged (24″).  With Jet Packs, they can mitigate this with assault moves, but it is something to consider. In all, a good, but not outstanding unit which can provide some nice AP3 shooting.

Heavy Destroyers

These are a solid Good! Unlike Destroyers, Heavy Destroyers all come with the Heavy Gauss Cannon, which is essentially a 36″ Las Cannon. They are also much more resilient now than they were and are actually a really good, mobile shooting unit. Stick them next to a Stalker for the win. Two thumbs up for the Heavy Ds!

Canoptek Spyder

Again, another great Necron unit! They really did an awesome job of making damn near every unit good. Spyders were solid before, now they’re even better. You get a criminally cheap MC that also can fix vehicles, provide psychic defense, shoot (a bit) AND make more Scarabs! What’s not to love? They always produce a Scarab base now, even when they roll a 1 on their Scarab hive rule. And, you can actually save against that wound now if you can give the Spyder RP, which you can do with the Canoptek Harvest Formation. The upgrades are very reasonably priced for the Spyder and bear consideration. If you plan on having it near your vehicles (or just have the odd points in your list), the Fabricator Array at 5pts is worth considering. The Gloom Prism is solid too, as it provides a 12″ Adamantium Will bubble, which can be really useful for Crons who can be vulnerable to psychic attacks, particularly those that attack morale. Lastly, you can slap a Particle beamer on a Spyder to give it some shooting, which isn’t a bad idea at all as they often play a bit defensively, farming up Scarabs until late game where a unit of 3 can go in and kick some booty in assault. I love Spyders and rarely play without a unit of them.

Doom Scythe

I know I will get some flakk for this, but that’s cool. I still think the Doom Scythe is a good flyer despite the perceived nerfs. Taken for what it is, you get a lot. A fairly durable flyer that can ignore some of the damage table and has a good AA weapon as well as a powerful AT weapon at a reasonable price point? Yes, please. A lot of armies out there would kill for a flyer with this stat line (looking at you, Dark Angels), although I know a lot of Cron players are upset. The Death Ray is a powerful weapon to be mounted on a flying unit and the Tesla Destructor is still solid.

Transcendent C’Tan

While this was the most massive nerf I can remember, it is certainly for the better! The previous version of this unit was stupidly powerful. This version is much more reasonable, but still quite good! Very good, actually. The critical difference between he and the other C’Tan is the following: T8, and Deep Strike. Edit: The Transcendent C’Tan has S8 and T7, not T8 as I wrote. Sorry for the confusion. T8 puts him out of the threat range of many of the basic weapons of the game, and Deep Strike gets around the C’Tan weakness of being so slow. Against most opponents baring Tau with massive Interceptor, or an Assault army that is coming at you, I would always Deep Strike him. He then comes down into a threatening position, can use his Powers of the C’Tan immediately, and his Writhing Worldscape power will come into effect much sooner (6″ Dangerous terrain bubble). While he is still not a melee bad ass, being T7 T8 means at the least, means that most things either don’t hurt him or hurt him on a 6 which makes him very good for tar-pitting units. As he is a Character, too, he can play the challenge game. In all, this is a solid unit for the points. Just be wary of units with lots of high strength shooting, as a 4++ and 5 wounds won’t last very long!

the bad

The Bad

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Monolith

Le sigh. My poor Monoliths! Gah, I have three, and two of them I think I am just turning into terrain. They actually managed to make them worse than they were! I couldn’t believe it. They can still get immobilized going over a hedge, which is silly, they can still deep-strike misshap, which is silly, and they still snap fire everything if they fire the Particle Whip–which is ordnance–still can’t Jink and is slow as dirt as the Monolith is Heavy…Sigh. Oh, and for extra lols, the Eternity Gate can’t be used offensively, anymore to suck enemies off the table and spit them into space. Why?! Haha, it’s bad comedy. In a book that fixed so much, they just gave the poor old Monolith the cold shoulder. If the Monolith were a Super Heavy Vehicle, or deep struck like a Drop Pod, or the particle Whip weren’t ordnance, or it at least had MTC (which it mercifully can get in the Reclamation Legion Formation), or was an Assault vehicle it would be decent. But it’s not. It’s a giant turd in this edition whose best use is to be a mobile LoS blocker! Such a missed opportunity. It has a glimmer of hope though, in the WD Formation a while back that allowed it to res units like Warriors and Immortals, so there is some hope for the Old Gal, yet if you go that route!

ugly

The Ugly

Annihilation Barge

Yup, still good, but not amazing. And again, what it was before at 90 points was ludicrous. It is fairly priced, now. You still get a AV13 vehicle with powerful shooting, mobility, and the awesome Living Metal rule for a very reasonable price point. Will you see folks spamming 3, now? No, but that is not a bad thing. As a mobile fire platform, you get your money’s worth with the Anni barge and won’t be unhappy with it. The only reason it goes in the Ugly category for me is because there are other choices in the heavy slot I’d much rather take and I’d rather field a Tesla Destructor on a Night or Doom Scythe. However, running one of these next to a Stalker would be good fun. Edit: Gah, I was on fire when I wrote this one, lol. The Triarch Stalker does not work on vehicles. Again, sorry for the confusion. Don’t write when tired! haha

Mark drobena done crons 007

Doomsday Ark

Better, but still not that good. A vehicle that can’t move and shoot for good effect simply doesn’t cut the mustard, even when that weapon is the ultra powerful Doomsday Cannon (Str10, AP1, Primary Weapon, 72″). Unless you play on a table with very sparse terrain, this weapon will not fire that frequently or only on targets that are not optimal for it. It’s simply too easy to hide from it or out maneuver it. Plus, it can always miss, too, which is the curse of high power, single shot weapons. It is a durable vehicle though, and certainly not bad, but I don’t think we’ll be seeing many of them at tournaments. If you do field one, though, it can be devastating when everything comes together and you get a few good shots off with it!

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About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

56 Responses to “Necron Codex Review: The Good, the bad, and the Ugly Part 3: Fast and Heavy”

  1. Avatar
    Martin February 6, 2015 12:18 am #

    Great review! I’m actually baffled that GW again failed to fix the monolith. This is an iconic model that many players would love to play with. Don’t they want to sell this model?!

    • Reecius
      Reecius February 6, 2015 10:09 am #

      Yeah, I don’t get it. I love mine as i did a pretty cool conversion/paint job on it, but man, it is not good at all this edition.

    • Avatar
      Pickman February 6, 2015 12:20 pm #

      To be honest it looks like the monolith in 7th can fire all his weapons at full BS. I copied the Ordnance weapon rule from the BRB. This would probably mean that the Monolith could move and then fire Ordnance and other weapons at full BS?

      ORDNANCE WEAPONS
      Ordnance weapons are the big guns of the battlefield – cannons so vast they normally
      have to be mounted on tanks and artillery.
      When shooting, a model with an Ordnance weapon fires the number of times indicated in
      its profile after its type. A non-vehicle model carrying an Ordnance weapon cannot fire it
      in the Shooting phase if he moved in the preceding Movement phase. Ordnance weapons
      cannot fire Snap Shots. Furthermore, if a non-vehicle model fires an Ordnance weapon,
      then the massive recoil from the Ordnance weapon means that the model cannot fire
      other weapons that phase, nor will it be able to charge in the ensuing Assault phase.
      Ordnance weapons hit with such force that when you roll to penetrate a vehicle’s armour
      with an Ordnance weapon, roll two dice instead of one and pick the highest result!

      • Reecius
        Reecius February 6, 2015 12:35 pm #

        No, it snap fires, unfortunately. If you fire Ordnance, all other weapons snap fire =(

        • Avatar
          Pickman February 6, 2015 1:50 pm #

          Yeah, just noticed. It’s in the vehicle section.

        • Avatar
          Vik February 6, 2015 4:56 pm #

          so i was looking… where is the rule that says vehicles are forced to snap fire all other weapons that turn, cause the ordnance rule only says that non-vehicle models can’t move, and can’t fire other weapons that turn

          • Avatar
            Vik February 6, 2015 5:00 pm
            #

            nevermind, found it 😛

  2. Avatar
    Martin February 6, 2015 12:30 am #

    Reecius, it would be fun if you could post some examples of armylists. We would have interesting discussion about them here I think.

    • Reecius
      Reecius February 6, 2015 10:10 am #

      Will do in the final installment!

      • Avatar
        Martin February 6, 2015 11:36 am #

        Greta!

  3. Avatar
    Martin February 6, 2015 12:33 am #

    I think the tran. Ctan is S8, T7, W5 and not T8, W4 🙂

    • Reecius
      Reecius February 6, 2015 10:09 am #

      It is, I goofed, sorry.

  4. Avatar
    Trio February 6, 2015 1:57 am #

    Yep the tran c’tan is S8 T7 and 5 wounds but you can give it, or the other c’tans T8 if you take the object from Shield of baal exterminatus
    and i think the doom schyte actually is our best way to deal with Armour 14 – 4 HP vehicles since it wasn’t lance before, and the “expendable haywaire cryptek on a night schyte” disappeared…
    unless you can put 18 warriors in short range, or a stalker in short range without the risk that the terminators that come out of that land raider charge you the turn after…
    (sorry for possibly errors, i’m not english)

    really love your reviews Reecius, thanks for what you do cause you aren’t affected by internet negativity like a lot of internet reviewers that are like “if it isn’t wave serpent it sucks”

    • Reecius
      Reecius February 6, 2015 10:27 am #

      Your English is excellent, no worries! And yeah, I got the C;’Tan wrong, sorry.

      Glad you like the reviews, and I agree, the Doom Scythe still has a place, for sure. it provides a very powerful weapons on a mobile platform.

  5. Avatar
    WestRider February 6, 2015 2:44 am #

    Just a couple of Rules points:
    – Tomb Blades have to choose between ShadowLooms and Nebuloscopes, it’s just one of those per Model.
    – The Triarch Stalker’s BS buff only applies to non-Vehicle Units, so it doesn’t help an Annihilation Barge.

    Also, BS4 TL Tesla was still about 25% better when not snap-firing. It was still ridiculous, but not quite so insane that it was actually better than firing regularly.

    • Reecius
      Reecius February 6, 2015 10:27 am #

      Thanks for the clarifications!

    • Avatar
      AbusePuppy February 6, 2015 1:26 pm #

      BS4 Tesla averages one hit per shot when firing normal. BS4 twin-linked Tesla averages 1.3 hits per shot when firing normal.

      Snapfiring Tesla (under the old rules) averaged .5 hits per shot. Snapfiring twin-linked Tesla likewise averaged .9 hits per shot.

      Snapfiring was always worse than firing normally, but not by a whole lot.

  6. Avatar
    Lardus February 6, 2015 3:25 am #

    Hmmm, after the butt-hurt from some of the other recent Codex’s, this seems a bit…UNFAIR I wanna fo cry to my mommy!

    So much variety, and so many good things that people are happy with? Hopefully this is the new template they will follow in future for new releases.

  7. Avatar
    Freakishmonkeys February 6, 2015 4:32 am #

    The transcendent Ctan is only T7, but as was already pointed out, it can be given T8 by a cryptek from the mephrit dynasty. a T8 Ctan is much better, and I agree with you that deepstriking a t8 transcendent Ctan is pretty good.

    • Reecius
      Reecius February 6, 2015 10:28 am #

      Yeah, I goofed that one, sorry.

  8. Avatar
    BlaineThPain February 6, 2015 4:51 am #

    I’d really like to understand the thinking behind not changing the Monolith. All it would have taken was an Inertial Dampners-style rule and us Necron players would be chomping at the bit to use them!

    Hopefully they’ll put out something in a WD or a Campaign Supplement that’ll let us do something similar.

    I was pleased to see Destroyers go up to two wounds. I think for the cost, that’s the right sort of fix, and I’ll be glad to see them on the table again.

  9. Avatar
    Deuce11 February 6, 2015 6:53 am #

    So scarab farm, yea or nay?

    T3 and 6+ save?

    Build up the scarab farm for two turns and give them RP… ok they’ll last a little longer

    T3, give them shred and re-roll misses… i guess that gives them a chance at rolling enough 6s to get an intended job done.

    I dunno, I am a bit skeptical.

    • Reecius
      Reecius February 6, 2015 10:29 am #

      I still plan on running a mini Scarab Farm. They are so dang useful.

    • Avatar
      AbusePuppy February 6, 2015 1:28 pm #

      I think I’m with Reece here- a Spyder (or three) and a handful of Scarabs (probably a minimum squad starting out) is a reasonable tool to have in your inventory. It’d be a lot more attractive if the Canoptek formation let you take multiple Spyders, but the consensus seems to be that you can’t do so.

  10. Avatar
    Nova star February 6, 2015 7:11 am #

    Ghost Arks are heavy and can’t jink

    • Avatar
      Wizzardx3 February 6, 2015 7:34 am #

      Nope… looking at the codex and they are skimmer, open-topped, transport. Nothing about heavy.

      Now, they don’t get the IWND part of the Living Metal rule… but they can still jink, and their occupants still don’t shoot snapshots because of it.

      I love in the Decurion detachment that the occupants will also ignore crew shaken AND crew stunned.

      • Avatar
        Nova star February 6, 2015 9:15 am #

        Damn I missed that

        • Reecius
          Reecius February 6, 2015 10:28 am #

          In yo face, Novatstar, muahaha! =P

    • Avatar
      Blightstar February 6, 2015 8:14 am #

      You’re wrong, they arent heavy. Nor are Doomsday Arks either. Monoliths are heavy and they cant jink.

    • Avatar
      Bellerah February 6, 2015 8:28 am #

      They should be Skimmer/open topped/transport only

  11. Avatar
    crazyredpraetorian February 6, 2015 7:13 am #

    Hey Reece…….

    Brick Shit Houses don’t hit.

    • Reecius
      Reecius February 6, 2015 10:29 am #

      Damn! You got me, there, sir!

  12. Avatar
    Castle February 6, 2015 7:33 am #

    Good review, I agree the wraith buff was out of nowhere. Were the models not selling well? Seems like every good cron list already had them. It’s not like they were flayed ones or tomb blades and badly needed a buff.

    I don’t understand GW’s hate of the monolith, it went from being an unkillable unit reviving monster in 3rd edition to an immobile terrain piece in 5th to a turd in a balanced codex in 7th. Seriously though this thing needs immobilization immunity or the ability to deepstrike(I know the rules say it can deepstrike but I don’t think whoever wrote that has tried it). Considering using it because it’s the centerpiece for my necrons, but I think I am just going to use it so the Destroyer Cult can Jump Shoot Jump from behind it.

    • Reecius
      Reecius February 6, 2015 10:34 am #

      Yeah, the Wraith buff and Monolith nerf leave me scratching my head a bit, too.

  13. Avatar
    Wizzardx3 February 6, 2015 8:07 am #

    Oh… Tomb Blades can take EITHER the +1 to cover saves OR the ignore cover…
    I’ll be taking the Ignore Cover, thank you. With twin-linked gauss blasters, these will be my new anti-air/anti-waveserpent option, even if they have to jink to do it.

    • Reecius
      Reecius February 6, 2015 10:30 am #

      Yeah, I got that one wrong, thanks for clarifying.

  14. Avatar
    CaptainA February 6, 2015 8:19 am #

    Nice articles Reece!

    Combine the Wraiths with the Canoptek Harvest, getting Reanimation Protocols, and combine that with the Decurion Detachment, those Wraiths are getting a 3++ then a 4+ making them crazy surviveable.

    • Reecius
      Reecius February 6, 2015 10:35 am #

      Yeah, we will be seeing a lot of the Canoptek Harvest Formation, me thinks.

  15. Avatar
    fluger February 6, 2015 9:36 am #

    Here’s my first stab at a Necron phalanx style army for 2k.

    Destroyer Lord: 135
    Ressurection Orb

    20 Warriors: 260

    20 Warriors: 260 + 105
    Ghost Ark

    5 Warriors: 65 + 130
    Nightscythe

    5 Warriors: 65 + 130
    Nightscythe

    2 Triarch Stalkers: 250

    Destroyer Cult:

    Destroyer Lord: 135
    Ressurection Orb

    3 Destroyers: 120

    3 Destroyers: 120

    3 Destroyers: 120

    2 Heavy Destroyers: 100

    1995 pts

    I really like the Destroyer Cult’s special rule of basically getting shred on their guns.

    Obvious plan is obvious. Put D Lords in with Warriors, keep Ghost Ark and Stalkers in range of them. Have Destroyers near by the stalkers too. Night Scythes help anti-air and objective grabbing. Just walk at the enemy and dare them to stop you.

    Not married to anything yet, and I could easily drop the formation as it isn’t really helping me with defying the FOC. Obviously a unit of wraiths would be nice…

    • Avatar
      Trio February 6, 2015 10:04 am #

      You can’t take 5 warriors anymore, their squad is 10 minimum

      • Reecius
        Reecius February 6, 2015 10:35 am #

        Troof.

      • Avatar
        fluger February 6, 2015 11:22 am #

        BOO! Yeah, I see that now. How ’bout this:

        Destroyer Lord: 135
        Ressurection Orb

        20 Warriors: 260

        20 Warriors: 260 + 105
        Ghost Ark

        5 Immortals: 85 + 130
        Nightscythe

        5 Immortals: 85 + 130
        Nightscythe

        2 Triarch Stalkers: 250

        Destroyer Cult:

        Destroyer Lord: 135
        Ressurection Orb

        3 Destroyers: 130
        1 Heavy Destroyer

        3 Destroyers: 130
        1 Heavy Destroyer

        3 Destroyers: 130
        1 Heavy Destroyer

        1965 pts

        Not sure how to spend the last 35 pts.

        • Avatar
          Mark February 6, 2015 11:54 am #

          35pts? Give someone 2+ armour

        • Avatar
          Bellerah February 6, 2015 12:59 pm #

          LVO list 1850

          Cryptek + chrono 90

          20 Warriors: 260 + 105
          Ghost Ark

          5 Immortals: 85 + 130
          Nightscythe

          5 Immortals: 85 + 130
          Nightscythe

          6 Wraiths + whip coils 259
          6 Wraiths + whip coils 259
          6 Wraiths + whip coils 259

          1 Annihilation barge 120

          70 points remaining, thinking maybe a spider.

          Also thinking of dropping one unit of wraiths and picking up some scarbs for the formation.

    • Avatar
      AbusePuppy February 6, 2015 1:31 pm #

      Give those Destroyer Lord Warscythes. They doen’t come with one automatically anymore.

      As others mentioned, no 5man warriors.

      Why not run the Triarch Stalkers separately? Gives you more flexibility.

      I think Szeras and his +1RP aura would serve you better than the second DLord would. Stick him in the Ghost Ark, go to town.

      • Avatar
        Bryman February 7, 2015 10:29 pm #

        The big problem with ghost arks is the minimum ten man warrior squad. We can no longer take a squad of nine with some HQ (usually a Lance-tek) starting in the ark. Unless they increased the capacity of the arks, I don’t have the new dex yet so that would need confirmation.

        • Avatar
          AbusePuppy February 13, 2015 10:12 pm #

          Well, since you mostly don’t have HQs to stick with the Warriors (no Lanceteks, no Haywire guys, etc) it’s not as bad as it could be. Still kinda annoying, though.

  16. Avatar
    bigpig February 6, 2015 4:51 pm #

    I’ve always loved Tomb Blades. They give good mobility to Necrons for Maelstrom points. Glad to see you agree and have them in the Good list

  17. Avatar
    21stPrimarch February 10, 2015 7:40 pm #

    Great reviews again reecius, your codex reviews are my favorite that I’ve found! Your insight, amd your teams as well, is appreciated in most groups I know as a community standard, casual and tourney players. Anxiously awaiting part 4. Not gonna lie, I haved checked back several times a day for part 4, i am very curious as to how you feel about the Decurion, LOWs, and list building! Thanks for all you do for our community

    • Reecius
      Reecius February 11, 2015 9:36 am #

      Thank you very much! I really appreciate the kind feedback. Part 4 will be out very soon.

  18. Avatar
    bmunnn February 13, 2015 8:19 pm #

    Does anyone know if you take the mephrit dynasty as your main faction if you can also use the decurion formation and get the bonus to RP??

    • Avatar
      Wizzardx3 February 13, 2015 8:23 pm #

      You can certainly take a Decurion with your Mephrit dynasty. The Decurion +1 would only apply to units within that detachment (so will the bonus to vehicles). Also, you’d have a hard time fitting in the points.

      I’ve also noticed that GW USA webstore is out of Tomb Blades… oh, I wonder why?

  19. Avatar
    bmunnn February 13, 2015 8:43 pm #

    I should have known that lol I guess I just spaced out… I’ve never seen GW be out of so many kits lol.

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    JustMe August 15, 2015 1:00 am #

    Sorry to chime in very late, but question, even Ordnance makes usually Monoliths weapons snap shot, doesn’t BRB’s Super Heavy Vehicle, about shooting say: “in addition, firing Ordnance weapons has no effect on a super-heavy vehicle’s ability to fire other weapons” Small rule book: Page 94, Super-heavy vehicles, shooting and last sentence.

    Which if I understood correctly, it can fire all its gauss array’s on different target at full ballistics even particle whip has been used? Can’t be sure since English is not my primary language.

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