hello and welcome once again to planet 40k today is a necron day and this time we're going to be
doing something a little bit different in fact i must shout out the person for the concept
of today's video this shout out is going to nerd with the bow and he basically made a comment to me
suggesting that i even do a list analysis of the grand tournament players and or the members of the
channel so that's actually two ideas in one there but i really was quite interested in looking at
the list builds from our planet 40k members within the members area of the channel so if you haven't
seen our members area or you've ever wondered why some of the subscribers within the comments have
a badge next to their name it's because they've joined our members area so either click on the
channel or find the link in description and click the join button and it'll give you some
information on what to expect if you were to join we've got several different tiers within there now
recently added some new ones so this is how our members are getting the custom emojis and the
loyalty badges next to their name you can join for as little as 99 pence i'm not sure that looks like
in other currencies but you'll have to let me know in the comments what it looks like in dollars and
whatnot but either way it's less than a cup of coffee that's for sure it also massively helps
a channel a channel of this size gets absolute peanuts in terms of youtube revenue unless you're
one of the big players on the platform it's very difficult especially in the early years
okay so the concept today is very simple i've mailed a few of our members and asked them to
kindly send in a necron list of their choosing it could be any points cost it could be any dynasty
completely up to them then i'm going to be going through their list i'm gonna be talking about all
the things i like all the things i don't like maybe like implement some amendments that i'd
quite like to do but ultimately it's about getting the community involved with different ideas play
styles and against different matters too depends on their opponents so i'm going to begin with the
first list which is coming from ya as it's ick i'm certain you're gonna have seen him in the comments
virtually every video is first to comment he's very dedicated to the channel very punctual so
punctual in fact that a lot of commenters actually thought that he was a bot which i thought was
quite funny so let's get on with this list he's built a 2 000 point necron list now he's actually
finished the list at 1 90 points so it's a triple detachment now the first attachment within this
trouble attachment is a supreme command attachment which of course has the silent king in it he's
gonna be costing you 450 points and it has no cost in terms of command points to fill this detachment
in fact the silent king actually nets you three command points in the bank if he's your warlord
which he has to be and of course he's going to be using the szarkhan dynasty as for his actual
warlord he's got the triachs will so you can actually use one of the command protocols twice
in the actual battle instead of one so for this tray it's very likely that this list is going to
be using the protocol of hungry void for two batter rounds especially with this list mini
spoiler he has gone melee so that protocol in particular is going to help with a melee army
because when the protocol is active melee attacks that wind on a six will gain an extra ap
and with directive two when you make a charge move or heroically intervene they're gonna get
a plus one to their strength characteristics now he's also got the ability to hold on the command
protocols in reserve because of the voice of the triumph ability so for this battle that protocol
that's going to be held back is the protocol of conquering tyrants it's going to add three
inches to the range of all the aura abilities to a maximum of 12 or using directive 2 units can
fall back and still shoot so you'll see why in a moment why that protocol will be held back as for
the next attachment it's an outright attachment so it's going to cost you three command points
to field and it only requires a single hq along with a minimum of three fast attack units now
you're likely going to be filled in between four and six fast attack units which is the whole point
of fielding this detachment so this attachment is actually going to be coming from the novak dynasty
so it's gonna be a plus one to the charge roll and the first round of combat they're gonna get
an extra minus one ap now the hq within this attachment is a technomancer with a canoptek
control node for the synergy with other canoptek units giving nearby can optic units a plus one to
their hit rolls so this is why he's reserved that command protocol because that control node is in
aura and it's going to be increased to a 9-inch aura during that battle round now he's adding a
pair of kryptofrolls into the mix of defender technomancer as they're going to be a shield
from range attacks for the cryptek and they're also providing a decent amount of attacks at
range and in melee for the actual points they cost those bucket bots won't be taking up a detachment
slots as you've got that cryptek now the main bulk of the outright attachment as mentioned is
the fast attack slot i personally think is our strongest battlefield role within our codex so
he's gone with four identical units of canoptek raves five ropes per unit each unit comes as stock
so just the vicious clause there so each one is going to be costing 175 points per unit
which is actually something i tend to use quite often when you pair the novokh code
with the canoptek wraiths they're going to be quite aggressive so all getting that plus one
to the charge and getting some added extra a pig in the first round of combat furthermore
those canoptek rates are within six inches of the technomancer they'll of course be hitting
on threes instead of fours with those strength six attacks also worth remembering that one protocol
is tactic at this stage likely using that hungry void because the raves can fall back and charge
which makes directive 2 pretty interesting because they're going to be getting that extra strength
on the charge so those vicious claws are going to become in strength 7 weapons now moving into
the third and final detachment which is another outright attachment which is also from the novokh
dynasty so again we need to expect some faster set options here this one's going to be costing
you another three command points and keeping it from the normal dynasty keeps the book keeping
nice and simple so the hq running this attachment is a catacomb command barge with the ghost cannon
it's coming in at 160 points now the model will have the rarefied and ability strategy used on it
pre-game to gain a second wall of trait within the force and the actual wall of trait that is
going to be taken is enduring will so each time an attack is allocated to this warlord you subtract
one from the damage characteristic to a minimum of one so adds a nice bit of resiliency there to
a model that's already got quantum shielding as well as nine wounds so happily also benefit from
the lookout sur bubble if required he's gonna be taking a relic which upgrades his staff of light
to a voltaic staff pretty standard stuff there a lot of necron players including myself take this
really on the command barge i've displayed what the voltaic stuff is if you're not aware but it
kind of feels like you've got a tesla weapon because it's got exploding sixes but it also
feels like a ghost weapon because it's got that minus two to the ap and it's also two damage a pop
which makes it quite valuable so next is gone from my personal favorite from the elite section it's
gone for a katan shard of the nightbringer just an all-round beast in my opinion yes it's 370 points
but he absolutely slaps the two abilities in particular that i really love the necrodermis so
the model's got a four plus amount we'll say but more importantly the katan shah cannot lose more
than three wounds in a given phase which gives it so much more resiliency then of course that drain
life ability so when using melee attacks you're going to be ignoring those feel no pain saves
which seems to be more commonplace at the moment and it's particularly good when you're using it
on a strength 14 weapon because that weapon itself actually ignores the inventorable saves so you'll
be removing any save whatsoever and it's minus five ap so there'll be no in-run saves there'll be
no feel no pain saves there'll be no regular saves so he's just a total monster there as for the
katan power selected he's gonna be coming with the gaze of death which is unique to the nightbringer
so you're selecting an enemy unit within 9 inches and visible to the katan shard you are 3d6 and for
each 4 plus that unit suffers d3 mortal wounds and then the actual chosen selection is going to be
antimatter meteor so you roll 1d6 to the closest enemy unit within 24 inches and a roll over three
four or five that unit is going to be suffering three mortal wounds and on a six plus the unit is
going to be suffering d3 plus three mortal wounds it's also worth mentioning the two stratagems that
will be available for this katan shard the first one being strange echoes which just allows you
to simply change up one of your tarn powers for the rest of the battle maybe if you didn't quite
like that gaze of death ability you can change that one up for something that's got a longer
range or maybe you want to remove the antimatter meteor for something that's got a smaller range
there's also dimensional destabilization which i use almost every turn to get an additional power
for that movement phase so he'll be popping off three powers instead of two okay so on to the fast
attack then again we're going to expect some fast attack slots here being filled up he's gone with
four identical units of canoptek scab swarms each unit is going to be a minion of three costing 45
points per unit this is where he's scoring all of his points they aren't there for the damage output
with their melee attacks they simply jump onto objectives and if needed they can blow up with
a self-destruction stratagem and also be a very good speed bump if needed especially if you want
to be screening off other units within your army so this third attachment is going to be costing
710 points in total so the first one is 450 with a silent king the second outright attachment of
all the race was 830 points and the one with the knight bringer is 710 so that's costing 1
990 points as we stated at the beginning of the video let's try and analyze this list then
so first of all i've noticed that there's not a single troop option in sight which is a pleasant
surprise really so many lists including my own list have tons and tons of warriors and immortals
so to see none of them in there is pretty different now there's not actually much range
attacks here but the nightbringer kind of makes up for the lack of range with all the powers
and then straight to mortal wounds too i love the use of the canopic race especially in numbers
those in-run saves in particular are very key here a few things i'm unsure within the list first of
all without the actual full tactics summary it's kind of hard to tell how this is going to play
but looking from afar a technomancer moves at five inches whereas the race move at twelve so
i can see situations where the technomancer ever gets left behind or drags the race behind slightly
which means you may not be using full use of that control know perhaps even if it does get boosted
to a nine inch radius i personally would use the rarefied nobility stratagem a second time because
it's a strike force mission and then give the technomancer the front of the silent king wall
or trait to have a permanent nine inch aura rather than only having it for a single bat around with a
command protocol up his sleeve or potentially you could use the dimensional sanctum arcana
for the technomancer for the ability to deep strike and meet your raves in a better location
however that would mean that your crypto frauds are going to have a bit of a problem because they
can't follow in maybe that's why they're there so they're racing to go on slightly ahead and
the technomancy will soon arrive i'm also unsure of how many of those units of race are going to be
within six inches of the technomancer i'd highly doubt all four units are going to be buffed as
this would likely concede board control now with the novokh code in play this can be deadly but
potentially i'd be using the nihilakh dynasty or return or conquerors if you're going custom could
be more useful on a more aggressive army trying to steal objectives in particular however this would
give up the blood right stratagem which could be something that is going to be using because
it's got the novokh code on which gives an extra attack for novokh units now if i was to remove
some units i personally would probably remove the technomancer and i'd add either one of the
following i'd either go with the plasma answer or a locus lord or a skorpekh lord let me go through
all three of those options the plasma answer with the cryptofrost or the deepstrike akana
it's probably gonna have the same sort of effect to be honest but his damage output from the two
abilities could make up for the technomancers plus one to the hit rails for those race potentially
but again i question how many of those raves are going to be buffed so those two abilities living
lightning and the hobbing of destruction are going to be throwing out mortal wounds
especially the harbinger of destruction because that's got a 24 inch range now the locust lord
he can keep up with the wraiths and you're going to be saving 40 points from the cryptic roles too
i take the phylactery and a war side and it's going to be costing you 150 points as opposed
to 130 with a technomancer on those bucket bots or if you wanted to go for a skorpekh lore which
is actually the exact same points at 130. he also just about keeps up he can shoot he can
fight pretty well england combat he's got his strength six blending claws which are pretty
solid against the current meta and that's with eight attacks that hit on twos and b-roll ones
he's also re-rolling once to boom two so against battle sisters or cabal warriors for example
that's gonna do bits hitting on two's re-rolling wounded on two's re-rolling with eight attacks
with the novokh code it's gonna be a minus 2 ap as well and then he's got that stream 8 profile if
needed now i've barely got any criticism for the second outright attachment scarabs are fantastic
the night bring is fantastic the command barge is fantastic but it's even better when you're
making max use of the abilities that he carries in particularly the mile will be done ability
because there's no core units within this list to buff toon baits could have worked and of course
warriors too but he's gone for the melee approach so i do get that potentially could have taken a
veil of darkness relic on a different character and walked in some lich guard perhaps all the bars
could have met the lich guard unit in a location ready for a fight so that you don't have to give
up that ball tech staff for that bale of darkness as mentioned now the command barge is great but
it's in a slightly awkward place at the moment due to its speed so i think tomb blaze would have been
the best option for it but as already mentioned he's got melee i'm not actually sure what's going
to be accompanying the barge whether it's some of the race for the lookout sir bonus or the katan
shadows it's a monster or it could be the swarms but those scabs are likely going to be peeling off
to create some blockages or to hold some primaries so the final piece of the jigsaw which is the
silent king now it's quite a tricky one to analyze in this list similar to the command bars he's not
really buffing anything so you're not getting that max usage out of the 450 points remember
that he's got the double mine will be done ability due to the fair on ability and that's going to be
going to waste again there's no core and there's no praetorians either so to be honest the silent
king he's his own unique entity he's an all-around powerhouse that can shoot that can fight he can
shut down cycles he's not an easy nut to crack and even if your opponent does manage it it means the
rest of your army will likely be unscathed as the silent king has soaked up everything your
opponent has got to offer so you could potentially see this as a 450 point distraction card fx which
at first seems quite pricey as an investment for a sacrificial lamb but he will be removing models
on his way down reclaiming his own points back and why this works so well in this list particularly
is because he's also fielding a night bringer now this night room cannot be ignored it can only lose
three wounds per phase so ignoring it for even one phase will be a mistake on your opponent's
part the mortal boom carnage that this thing does alongside the silent kings all-round goodness it's
going to mean your opponent will be totally ignoring the most important part of this list
which is the canoptek swarms i keep saying this in so many videos the canopic swarms are the units
that win your game after game after game they get ignored and they score big i now understand
why he's taking so many rapes as well now because anything that has a ranged threat to the silent
king or the nightbringer is gonna get charged it's gonna get tied up by the raves and your opponent
will only have one way of likely getting to your silent king in the nightbringer which will fight
their way through the raves and they've all got inman saves all while the silent king and the
knight bringer are absolutely murdering their army so it's not going to be an easy task for
them at all but yeah i would consider changing the technomancer in the crips folds and the barge as
well i think that will come to 295 points and you began the list with 10 points spare don't forget
so that would be 305 points but you do need two hq's to put back in so i think two scorpic lords
could work and that will actually leave 45 points for possibly another unit of scarabs just an idea
there you'll have to test it out and let me know unless there's something i'm missing now we did
actually email me mentioning that you don't have to just use the novak code for the two outright
attachments you could instead use the zurich dynasty for that feel no pain save against mortal
wounds as well as every roll to the room rolls per unit per phase and of course better access to the
empiric damping stratagem army wired to shut down enemy sikers but both outrider detachment
would need to be from the same dynasty in order to gain the command protocol's ability from your
necron list so that's your as this x 2000 points list build with my spin on the list of course now
remember if you want to get involved in this type of stuff then check out our members area it's not
actually listed as one of the perks but when i can i try to give back to the paid members and this is
also made for a useful video for us all including myself to learn from so the next video within this
mini series which i'm not actually named yet will be another list from another one of our members
so keep your eyes out for that one also if you stumbled upon the video today do me a huge favor
and consider subscribing below it doesn't cost you anything at all and it's a way of really assisting
the channel with its growth as the youtube algorithm can be a real hard ass when it comes to
videos so yeah that's it from me today guys thank you all for watching and i'll see you next time
you