hello welcome back to planet 40k we've got another video for you today and we're going
to be talking about the top 15 tips for necron players now before getting into today's video
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let's get on with the top 15 tips so the first tip for necron players if you want to buy some necron
warriors simply do not buy them individually now there is a reason for this now if you're in the
uk necron warriors are 30 pounds for the box that does include three scarab swarms however what you
should be doing is looking at the recruit edition box sets and for only two pounds fifty more you'll
get your warriors but you'll also get a royal warden you'll still get your three scarab swarms
alongside a space marine lieutenant and also five assault intercessors then furthermore you get some
bits and bobs within the box as well but the main part of this the space moon inside you can simply
whack on ebay and get half your money back and that royal warden is just an extra bonus as well
now tip number two sticking with those scabs in particular from this box set scallops should be
in almost every single list that you play they're absolutely amazing they're probably one of the
best units in the necron codex potentially one of the best units pound for pound or point for point
in the entire 40k game now they're only 15 points of bass four wounds four attacks pretty speedy and
when you've got things like objectives secured within the hilac dynasty or eternal conquerors
they can be an absolute nightmare for your opponent to play against because they're going to
be stealing points and they're going to be scoring you a lot of primary points and potentially even
getting you some secondary points as well so always make room in your list with canopic scarabs
don't leave home without them now point number three it kind of does relate to necron warriors
in a sense because they're the best at reanimation protocols but we're just talking about reanimation
protocols in general here and what a lot of players seem to forget that you actually can
steal a lot of movement when you're reanimating your models so take this example here we've got
five necron warriors left in a unit if two were to die during your opponent's shooting phase and
you managed to reanimate both of them you don't need to keep them in the same position you can
actually put them at the front of the unit so you can get really tricky with these kind of things
especially when there's objectives to be held you can move them within three inches of an objective
all of a sudden you've got objective secured warriors and then you could be gaining primary
points maybe stealing primary points which is one of the great things about necrons they're really
good at scoring points and this is one of the ways of doing it on to number four i want to talk about
the my will be done ability now this comes on your overlord models a few characters that have got the
model will be done ability the catacomb command barge and of course the silent king all have the
mind will be done ability this is going to allow core units to be able to add one to their hip roll
that's in both the shooting phase as well as the fight phase now this is pretty key because
a lot of units now in the necron codex have the core keyword since that update we had last year
on whether you're playing a shooting dynasty or whether you're playing a melee based dynasty
either way you're gonna want plus one to your hit roll so you want to be hitting on twos wherever
possible now on to number five speaking of hq's in general make sure you're selecting
the right hq for your list now a lot of times in our discord where we've got a list channel
within the discord server where people put their list down and they say planet 40k please check
out my list give me some pointers give me some tips and they'll have an overlord with a scorpit
destroyer unit and that's the synergy they're planning on they want the scorpit destroyers
hitting on two rerolling ones but it's not going to work and here is why the squad destroyers
are going to be moving eight inches whereas the necron overlord will be moving six
so for the first turn this may not make much of a difference unless you're advancing your scorpio
destroyers then you're probably going to lose out with your overlord but eventually during the game
your overlord is going to be dragging behind or is going to be holding your scuba destroyers back so
you need something quicker such as a locus lord a scorpit lord maybe even a catacomb command barge
to go with your scorpit destroyers or potentially one of the cryptic models such as a chronomancer
or a technomancer with a canoptic cloak so you just got to make sure you've got the right hqs
for the right units now tip number six is simply selecting the correct secondary objectives
for your list again i'm going to revert back to the discord only recently i've seen some of the
lists with secondary objectives attached to the list where they've selected rnd or behind enemy
lines engaging all fronts but there's no models that can actually get behind the enemy lines or
score that r d in the enemy quarters so really to be able to score those kind of objectives of
course you're going to need either quick units or you're going to need deep striking units or
tunneling in units if you like with your fitting destroyers so flayed ones are fitting destroyers
potentially death marks and then all the quicker things such as canopic race scorpit destroyers
they can go and do that kind of stuff but if you padded out your list full of immortals
don't expect your immortals to be going right to the back end and scoring r d now there's a
few in particular that are pretty good from the necron codex that i wanted to highlight today
the first being code of combat so you're scoring three points at the end of the battle for each
enemy unit that was destroyed by a necrons noble so if you're taking the silent king for example
he's going to be scoring you tons of points with this secondary objective especially if he's paired
with a catacomb command barge or an overlord type of model then the second one i wanted to mention
today which is from the battlefield supremacy list is purge the vermin this one will score you tons
of points especially in smaller games because your opponent simply cannot defend all four quarters
in those smaller games and even in the larger games you're going to be chipping away at this
and you don't actually have to do much to score it because it's all up to your opponent to defend you
from actually getting the points but you can be a little bit tricky with it for example if there's
one enemy unit in one quarter go target in that unit to get that enemy unit out of that quarter
and then simply you score two points it's a really important one purge the vermin i'd always advise
taking it where possible but in general just make sure you're selecting the right secondary
objectives another example being to the last now if you've selected to the last three units in
your list that are the most expensive in terms of points we'll score you five points if they
remain alive at the end of the battle now in some situations it could be your scorpit destroyers
that are your most expensive unit in terms of points and you don't want this to be the case
because they're going to be going up front slicing and dicing and they've not gotten in one save
they're likely gonna die at some point in the game so you're throwing away points by selecting that
secondary objective if you've not got the right units for that so you want your more tankier
units maybe the silent king maybe some ghost arcs maybe a large unit of canopic braves or even a 20
man unit of necron warriors something that's going to last all game if you've not got any
of those in your list then you simply shouldn't be selecting to the last as a secondary objective
now there's plenty more examples i can go through but we're going to move on to point number seven
and point number seven is play the mission now as already mentioned earlier in the video necrons are
very good at scoring points and they're not the most meta in terms of tabling your opponent's army
that position is currently being held by the tyranids so don't go expecting to be tabling
anyone however you need to be playing the mission read the mission very carefully very clearly
and just play towards it because we're quite a resilient army when we want to be so if you've
got your necron warriors in a group of 20 again get your ghost starts get your resurrection orbs
get your technomancers your connected reanimators do everything you can to keep those warriors alive
while they're holding objective points and we've already mentioned how the secondaries work make
sure you're scoring those as well now we do have to bear in mind that very shortly there's gonna
be a new chapter approved book coming out which is warzone nephilim so expect some changes to
the actual mission objectives as well as some secondaries there as well now hopefully the
necrons actually get something out of this because we're the cover boys of this chapter approved book
on to tip number eight is play to your dynasty strengths so if you're playing the metric dynasty
make sure you've got shooty lists and make sure you're defending those shooter units within your
list with screens such as your canopic scarabs if you're playing the hilac dynasty make sure you've
got things that can actually hold objectives because they're going to get targeted because your
opponent is not going to like the fact that you've got army wide opsec if you're playing the novak
dynasty you're going to have melee options so play to the strength of your dynasty if you've got
kind of a mixed bag in terms of your list build maybe you've got a bit of everything then maybe
consider the zarakin dynasty because that can do everything and it does get that five plus phil no
pain save against mortal wounds which is actually coming more and more crucial as the game goes on
especially at the current time with tyrion is running the show throwing out mortal wounds left
right and center so that would be tip number eight play to your dynasty code strengths so number nine
this only relates to if you know who your opponent is going to be and what they're going to be using
in terms of their army so as an example i'm going to be showing you the warriors here and you've got
the option of the strength five ghost reaper or the strength for ghost flayers now the flares are
24 inch rapid fire and the ghost reapers are only 12 inch but the shrimp bite so if you're going
up against space marines for example which is standardly toughness 4 you're likely going to be
needing the ghost reapers because they're strength five so you're going to be wounded on threes
the gauss flare is going to be wounded on fours although you do get the extra range with that now
if you're going against toughness three factions such as eldari for example then those gorgeous
reapers are probably too strong for them you're not going to need them you may as well go with
the ghost players you're getting a better range and you're still going to be wounding on threes
so it's all about knowing who you're going up against and selecting the correct weapon here's
another common comparison which is the immortals they've got the option of the ghost blaster or the
tesla carbine gorgeous blaster being shrimp five again if you're going up against space marines
it's probably better it's got a bit of ap although the armor of contempt does slightly nullify it and
does make them a little bit more similar to tesla but if you're going up against factions that have
got a really weak armor save then you don't need the ap so tesla is actually much better against
those factions especially with those exploding sixes you're going to get more hits there
and hopefully more wounds and more dead models number 10 and number 11 kind of go hand in hand
but number 10 relates more to the blast ability now i personally hate the blast ability in
terms of the necron codex anyway we've got two units in the heavy support section of the codex
that i absolutely despise because they've got the blast keyword within their profiles
the first one is the canoptic doom stalker and the second one is the doomsday arc both of them have
the blast keyword built in with their weapons and both of them are required to stay stationary if
you want to use their higher profile within the weapon so with econoptic doom stalkers doomsday
blaster if you want to get that strength 10 that's 48 inches at minus 5 ap and d6 damage you're going
to need to stay still otherwise it's going to only be 24 inches only strength minus 2ap and d3 damage
you lose quite a lot of stats if you do move with this thing and likewise with the doomsday
arc with a doomsday cannon if you stay stationary got 72 inches strength 10 minus 5 ap and d6 damage
and if you don't it's still quite good at 36 inches but only shrimp 8 minus 2 ap and d3 damage
now these things are already quite unreliable as it is because they have d6 amount of shots
and then the damage being d6 or d3 if they move by the time you've got to that stage you've
lost quite a lot of dice as it is but why i'm advising you to ignore these two within your lists
is simply because if they get tagged by a unit no matter how small the unit is they cannot fire the
weapon if i was going up against either of these units i just make sure that i'm tagging them with
any unit it doesn't matter and then they're pretty much redundant for the entire game so
then you've got to pay attacks to actually screen these guys or you're going to have to move them
which actually nerfs the weaponry so i'd advise not taking either of those and the locus heavy
destroyers with the gaussian structures are just a better option in general they can move they can
fly and the damage average from one shot if you can get a hit into wound is going to be an average
of six damage and the next point was to basically ignore our super heavies and i'm not talking about
the silent king that's in a different category in itself i'm talking about the necron monolith
and i'm talking about the obelisk both of them are well overpriced okay they've got some shiny
little tools such as the death rays for example which does have a more fancier damage with d3
plus three per attack and they're pretty good in combat as well but you're paying 330 points
for that model and you're paying a command point as well because it's a load of war model
it's just not going to do enough and it doesn't even have an inbound safe either then as for the
obelisk okay it's got 28 wounds it's going to have a lot of shots with the tesla spheres but
other than that it's not doing much it's not doing enough for 330 points highly advised not taking
either of them if you're playing competitively if you're playing narrative games of course bring
them out it's a fun game but if you're going into tournaments leave these things on the shelf on to
number 12 i've got the katan shards i've got two points to talk about in terms of the katan shards
now if you are going to be selecting some of these within your list of course you need to have a
detachment per katan charge you probably know that already but what i'd advise is make sure you're
selecting the correct guitar powers you don't want to be wasting your qatar powers especially
in the early rounds of the game because in the later rounds it's likely going to be dead so
for example if you're taking the cosmic fire katan power it's only 9 inch range so for the first term
maybe even the second turn you're likely not going to be using it so you're wasting the damage output
though of mortal wounds some of the other ones 24 inches you're better off taking those i personally
like the antimatter meteor that's the 24 inch range or even the times arrow that's 18 inch range
it's a little bit more usable than the 9 inches now if one of your katan shards are still a live
turn three turn four then yeah you've got that stratagem available to swap out your katan power
to get that cosmic fire if you wanted to but for the start of the game at least select the correct
one then as for the second point with the guitar shards i personally would put them in strategic
reserves the current meta as mentioned tyrion is with a lot of psychic shenanigans going off you've
got the thousand suns doing things you've got the grey knights doing things katan shards do not like
the psychic phase now they can only lose three wounds per phase as a maximum and they've only got
nine wounds so if they lose three in the psychic phase and they lose three in the shooting phase
three in the fight phase they're dead in a single turn so against the current meta at the moment i'd
put them in strategic reserves your opponent is not gonna know where it's coming out and not going
to know when it's coming out and when it does it's going to be taking out something quite valuable
to your opponent's list number 13 we're kind of sticking to the trend of those psychic factions
thousand sounds tyranids and gray nights in particular make sure you're screening your units
and scarabs are the best unit to screen because they're so cheap 15 points they throw away if you
want them to be put these in front of your most important units that you want to protect because
psychic abilities such as smite for example they're going to be attacking the nearest enemy
unit so if you're silent king is at the front of your army he's going to be taking all those smite
attacks whereas if he's surrounded by a lot of scab swarms then the scarous world is going to
eat that damage and you can even bring a spider to be bringing those scab swarms back on to number 14
it's making use of some of our quicker things within our codex and i've got three examples
here today the first is the veil of darkness relic i never create a list that doesn't have
a veil of darkness relic even if i've got to play command point with the dynastic heirloom stratagem
i always make sure i've got availa darkness within a list now what's so great about this is it can be
used in the very first turn if you really wanted to now sometimes it isn't available because
your opponent has screened off their deployment zone but it can make your list a lot quicker than
your opponent's going to expect you could be throwing 20 warriors with an overlord onto the
other end of the battle in the first turn it could be the end of the game whenever you want them to
go there they can be there and they can be within range you can further boost those abilities such
as using the dimensional sanctum cryptic arcana and that's only 15 points to put that arcana on
say a tecna manta or a chronomancer so they can be meeting certain units in certain positions so for
example if you've got 20 flayed ones coming in into the enemy lines they're going to be coming
in on their own they're not going to have any command protocols because no characters there
they're not going to have their mind will be done ability they're not going to have an invon save
both using the veil of darkness relic or the dimensional sanctum crypteka arcana
you can say have a chronomancer appear they're out of nowhere join them in the fight give them
a five percent one save and get them to reroll their charge roll then the third
one is the translocation crypt now the netflix dynasty i've started to get my eye on because
for most of this edition i don't really consider them even though my models are painted gold i've
always thought they were a bit below par but now that we're not able to table our opponents anymore
we're playing for points and those secondaries are really important now and this is one of the ways
to score them so if you've got that deep strike ability pre-game for only a single command point
and it can be used more than once because it's the start of the battle it's not in a particular phase
so all of a sudden you could use this on say two different immortal units and have them doing r d
they can be behind enemy lines they can be doing teleport homers in your opponent's deployment zone
all of a sudden your secondary objectives are a lot more open when you're using this stratagem
in the nethrec dynasty so that's some of the ways i wanted to mention in terms of getting
some speed into your list now of course you've got other ways you've got the night scythe again the
monolith which isn't the best way but these three in particular are going to be really key then
the last top tip for necron players is just don't forget your living metal countless times i forgot
living metal when i'm playing a game and it's come back to bite me and it's simply being because of
that one single wound that i've not added back in my own command phase due to living metal it's
very easy to forget maybe even put a certain dice out on the board so when it is your turn
that dice is going to remind you to do your living metal because it's one of them things that i keep
forgetting maybe you do too let me know in the comments if you are one of those people that do
forget living metal so guys that's our top 15 tips for necron players if i've missed anything let me
know below if you've got any tips you want to add or alternatively join our discord the link will
be in the description below if you want some more necron content in the top right corner now there
will be one of our previous videos so if you've missed that one in previous weeks check that one
out now other than that guys all this have to say thank you all for watching i'll see you next time
you