hello guys welcome back to planet 40k we got 20 more needed changes from the necron codex
now we're doing 20 more because of popular demand there was loads of comments in the last video with
lots more ideas and also shout out to one of our members joe m for helping me provide this
video for you today now most of the points in today's video are going to be relating to units
as opposed to the actual rules and buffs from the actual codex itself and also stick around to the
final one number 20 it's more of a concept idea i'd love to hear your thoughts on it
so let's kick on with the video so the first change that i'd implement is the army of renown
now there are some whispers that this may be coming to the necron faction as of present
we don't have army of renown but what i would like to see with the army of renown having buffs
and bonuses for having to destroy a cult only list or maybe even a canopic only list as well
so we've got two options there for army of renown now i'm probably going to be doing a video in
regards to this at a later date but for now this is the first change i'd like to see in this video
second one now we did speak about the royal warden in the previous video with the points decrease
but i wanted to go back to the royal warden and implement a second change now i don't think it
should be a hq selection within our codex there's not enough room for having the royal warden even
though his ability is really good there's just not enough room once you've got a noble character once
you've got one of your kryptek models maybe a scorpio lord there's not any room to be getting
a royal warden so either one of these options is what i would like to see either you make him
an elite option now this one isn't my preferred option out of the three here because of course
the elite selections are quite competitive as well you've got the flayed ones in that selection
you've got your katan charge your lich guard and of course your scorpet destroyer so it's going
to be quite competitive there already the second option i saw this a lot in the comments it wasn't
something that i thought of and it's simply to make him a champion of a selected troop choice
so if you've got your necron warriors or your necron immortals possibly even your lich guard
very similar to how space marines have sergeants within their space marine units the royal warden
would simply act as one of those sergeants giving that full back and shoot or fall back and charge
buff to that selected unit this way it's not going to cost the hq slot it's not even going to cost an
elite slot and it'll be simply an upgrade then the third option if you've got a noble on the table
top then he simply just shouldn't take up a slot whatsoever it should simply say if your detachment
includes a noble unit then your royal warden can be included in the detachment without taking up
an additional battlefield roll slot very simple that's the best way of doing it in my opinion
let's move on to number three which is the go start now we spoke about the go stock in the
previous video as well i mentioned that it could potentially have other units that can go inside
the ghost arc and maybe the go starts capacity could be moved to 20 however i completely forgot
about the main thing here which is giving it open top that used to have open topped in previous
editions where the warriors that are inside the go start can simply fire out with their weapons
now the dracari are the main faction that are able to do that they get to shoot out of their open top
raiders so i think this would be a welcomed addition if the necron covenant's got some
sort of open top vehicle as well now secondly with the ghost dark why not give it the option
of having the gauche reaper erase rather than just having the ghost flare arrays most people
that i've spoke to that play necrons do prefer the gauss reapers so it would be kind of cool if the
ghost start could also take these to match up with the rest of your list next on the agenda is the
catacomb command barge now in previous editions quite a long time ago now these things used to
be a transport option for your overlord models it wasn't just your overall models it was your
infantry character models they were able to use the catacomb command barge as a mode of transport
they can simply hop out of this transport and the catacomb command goes off and does its own thing
i think this would be quite cool to bring back because once the barge is destroyed the overlord
model can simply hop out and then continue as normal which i think was pretty cool in the old
days i'd love to see that one back onto the lich guard now this was another comment that we had in
the previous video in fact why aren't litchgaard able to mix and match their war gear we've always
got to have that dilemma whether we want to take the war side so we want to go choppy or are we
going to be taking the dispersion shields but they only come with the hyperface swords which only
damage one now i would love to see the options of having the warsaw with the dispersion shields
now of course that would come at a cost i wouldn't mind paying the extra points for that combination
so that's something i would quite like to see in the near future now the only argument i can
see against this point is maybe the fact that the war sites are two-handed options
that could become problematic but there must be a way of doing this so death marks they've got the
synaptic disintegrators which are heavy one now i personally think these weapons should be heavy
too now some people will disagree with me here i just don't think they do enough damage when
they've only got one shot per model two shots per model for me is where they should be at even if
you gave them a slight point increase to maybe 20 points per model i'm okay with that but two
shots i think is needed next we have the tryout praetorians one of those units that i'm not very
keen on i don't really play strike praetorians an awful lot they just don't seem to fit in any
of my list they of course don't get the dynasty code because they're dynastic agents and they
don't get an infant save either and he can't have been given him unsaved them even with a
chronomancer because they need to be within the same dynasty as the actual chronomancer himself
so that's why i don't use them but something to think about why can't they have the noble keyword
now we kind of lack the noble keyword and it is kind of relevant because it relates to our command
protocols and as far as the law is concerned the tribe praetorians act as judges and enforcers
of their ancient law ensuring that all the necron dynasties uphold their terms of the ancient codes
so they are never forgotten now i am reading that from google i'm not massive on the law as you know
but for me these guys are quite higher ups if they're judges and enforcers of their law so
therefore i think they should have the noble key word let me know in the comments below if you
agree with me on that one on tour the destroyer cult units next now this one i may be reaching
slightly i think they should all have an inbound save i don't know what that infant save would be
maybe just a five plus infant save but the fact that none of them have an airman save is quite
disappointing in fact apart from the vehicles in the canoptic race we kind of do suffer from having
lack of m1 sales if i'm honest a lot of other codexes and factions are around me wide with their
in one save so i would like to see this kind of change happen with destroy occult units two blades
are next and they've kind of become a redundant unit within the ninth edition because they're
competing with the canoptic race and the corrupted scarabs in terms of the fast attack slots
and we're not selecting them because they're quite expensive at 25 points per model and they've only
got two wounds so very simply make them slightly cheaper per model or give them three wounds per
model that will slightly make them a little bit better they're a little bit too squishy for me
i don't really want to be spending 25 points a model just to simply get that 14 inch movement
next we've got the canoptic plasma sites now i'm going to shout joe m out again here this is one of
his personal inputs and he simply said let them be an upgrade to a destroyer unit rather than having
them as a separate unit so there are pros and cons to doing this and here's what they are so the pros
of course is that the canoptic plasma site is going to always be with that destroy occult unit
because sometimes you find that you say your scorpit destroys make their charge move and then
your plasma site doesn't it's left behind and in that same moral phase of that turn the plasma site
simply dies because it's not within six inches of a friendly destroy [ __ ] unit so if it was just
an attachment of the destroyer cult unit then of course it will always be a part of that unit then
furthermore you can obviously select how you're going to delegate damage when you're taking damage
to that unit so if you've been targeted from a damage 3 weapon and you fail the saves instead
of removing the scorpit destroyed you can simply remove the plasma site now there are cons to this
the first con of course the plasma site used to be able to eat up all the overwatch now i know
overwatch isn't a massive thing in this edition but i used to tank all the overwatch now of course
you can still do that if it's part of the actual unit but if the unit causes more damage than the
plasma sites worth it's going to be of course going on to your actual scorebit destroyers as
well as the plasma site so that's something we could do with the clocktick plasma site now next
i want to talk about the gauss reapers with our necron warriors currently only got a 12 inch range
could this possibly be 15 inch range maybe even 18 inch range i mean even your shooter boys from
the orc faction have got an 18 inch range yet our necrons with the ghost reapers only have a 12 inch
range so i would like to see this one increased i wouldn't mind having the 15 inch because with
the metric dynasty that would go up to 18 inch but having the full 18 inch range i think gets
his guys firing especially turn one and turns two when sometimes they're not actually in range of
anything and they've not got a target on something a bit more universal within the codex which is the
leadership and necrons are notorious for having the leadership value of a 10. now that is still
breakable especially with those necron warriors or the flayed ones in my opinion we should just auto
pass morale we shouldn't have to take morale tests we know not to be running away from battle and
necrons obey their code that's built within them so an auto pass in the morale phase is more ideal
looking at the canoptic units kind of questioning why they went down to a four plus the hit with the
weapon skill and ballistic skill this addition they went down to a four plus they previously
were a three plus there wasn't really much of an explanation to why this has happened
for me put them back to a three plus they don't really need to be on a four plus so that's what i
do with the canoptic units now as for some of our bigger stuff they lack quantum shielding so you've
got the silent king the monolith the obelisk and the tesseract vault all of which do not have the
quantum shielding ability now of course the silent king as well as the tesseract bolt
do have an inbound save so it's not as bad with those two units but they still can be wounded on
less than a four plus but i would like to see in particular the monolith having that quantum shield
ability for that in one second then furthermore with the monolith why not give it flight used to
have fly in previous editions it is effectively a fly monolith it just doesn't have the fly keyword
at the start of the edition i thought this was an error within the codex but that doesn't seem
to be the case they've just lost the fly keyword for me bring it back you've got to remember it's
quite a large model and some battlefields quite condensed with the terrain features
so which makes it quite difficult to move around so giving it the flyability gives it a little bit
more flexibility with that movement next we've got a few bones to pick with the hq selections
now this one is actually for the overlord it's the tachyon arrow option now you've got to spend
five points to get this option and it's once per battle only and it's d6 damage now what i
dislike about this is the fact that it's once per battle now we've done a recent video which is the
know your foe for tyranids so we've gone through all the tyranny options and what you're going to
be looking out for and one of the relics that i highlighted within that video is the shard gullet
which replaces a heavy venom cannon now let me just read out what the shard gullet actually is
so it's a 36 inch range assault 3 it is strength 12 minus 5 ap and the damage is a flat 5.
now as i said this replaces the heavy venom cannon which can be pretty much taken by the hive tyrant
the flying hive tyrant the khan effectors as well as the flyer which is harpy all of those can take
the heavy venom cannon now this has got similar stats to our tachyon arrow except the damage is
five not d6 but more importantly it can be used in every single battle round it's not limited to
a once per battle only that for me needs to change the tachyon arrow needs to be used every single
battle round other codexes have this kind of stuff so why can't we next hq on the agenda is orrick
in the diviner you very rarely see this used maybe in the narrative game in fact for me not
even in narrating games he's pretty bad he's 110 points and he's effectively a named chronomancer
but for 110 points for a character that you can't put relics on you can't put the cryptic arcana on
you can't select his warlord trait and his main ability rarely comes off it might come off late
game but by then if you're going up against tyrinus for example you're already tabled by
that point and even if you do pull it off it's not the greatest deal it's pretty mediocre at
best so bring this right down to 75 points that's probably still too much in my opinion but it would
at least help him get some usability from necron players now very similarly trades on the infinite
which is his partner in crime if you've read the book already which is the infinite and the divine
he's effectively an overlord model with the dynastic agents keyword he's a hundred points
he's a little bit too expensive for me again you can't put relics on him you can't select your
warlord trait and also you can't select his war gear so he's stuck with the empathic obliterator
which is strength 7 but it's d3 damage it's only a melee weapon so it's got no range attacks anyway
but i'd rather just take a 95 point overlord than trays and the infinite so what i would
simply do is bring him down to maybe 85 points you can't really go too much lower than that because
he still does provide the mile redundability the relentless march ability now i know in the
crusade games it's a complete different story with treys and the infinite but for this video
of course we're not talking about crusade we're just talking about match play okay on to number
17 which involves the flyers within the necron codex now i find the nightside quite a frustrating
flyer to be using because once it's just dropped its payload it becomes quite a redundant flyer it
just flies around okay it's got a bit of tesla range attacks coming out of it but they're not
doing much damage one especially going up against certain factions such as space marines so what
i would like to see perhaps is maybe condensing both the flies into one single data sheet with the
wall get option so you could have a night scythe with the option of taking the heavy death ray but
still being a transport option i think this will make the flyers much more usable within the codex
giving the flyer a bit more flexibility to what it's actually going to be doing within the game so
yeah i would condense both of these flyers number 19 is the melody arcing stratagem it's one command
point only used on the tesla weapons now on the four plus units within six inches of the targeted
unit suffering one mortal wound i'd just simply make this d3 more towards make it a little bit
more potent one more turn just doesn't seem like a lot in the grand scheme of things so make it d3
is something i would quite like to see now we're on to number 20 now this one is just a concept
i did hint at this at the start of the video it's very unlikely that this is going to ever
take place in the game but i just wanted you guys to hear me out with this one and give me
your thoughts in the comment section at the end of the video so currently the tesseract bolt and
the obelisk are kind of redundant units okay the tesseract bolt does have a little bit of play but
they're both very expensive they cost a command point to bring because they're of course lord of
war models and they're never really worth their points then i wanted to bring a second problem
within this concept which is having tan shards problems with katan shards is their delivery
even though they move at eight inches it's usually not enough they usually get targeted
very early from turn one onwards now yes they only lose three wounds per phase but by the time
they get into the fight they're probably already dead if they're not already dead at that point
they're not going to be alive for that much longer now especially when you've got these psychic
factions such as tyrina's thousand suns grey knights the guitar child's worst nemesis are
those psycho factions so i've got a concept which kind of fixes all three of these at the same time
to begin you get a tesseract bolt now bear with me this is going to sound a little bit extreme
but this to me should be a katan shard transport and the way i would play is on any turn allow one
single katan shard to disembark from the bolt and of course this will be a once per battle
only now once it's disembarked the vault simply becomes an obelisk it will lose its guitar powers
it will lose that four plus inman save and then the katan shard is a complete new separate unit
so not only does this give the tesseract and the obelisk a little bit more playability
but it also helps the deliverance with those guitar shards getting them into the fight
protecting them of course in those big super heavy vehicles now you're probably wondering
what about the points cost because the point is 450 for the tesseract an obelisk is 330 so that
would effectively mean that i'm valuable in one of the katan shards at 120 points now you would
have seen in the previous video that would like a reduction on all three of these units the katan
shard i'd probably knock 100 offers 270 to 300 at best when you compare and save the night bring it
to other things in other codexes i mean take for example the avatar of kane from the eldari faction
he's only 270 points and he's probably much better than our nightbringer the points will start to add
up to what they should do and funnily enough the tesseract as well as the obelisk they come in the
same kit they come in the same box it would be nice if the model had some sort of function where
it can actually move and turn into one of the other models i don't think games workshop are ever
going to be doing that one but hey if this concept was an actual thing i would definitely be wanting
to buy a tesseract bolt so guys let me know in the comments below what you think about this concept
so guys that's a further 20 points that i would like to change within the necron codex
if there's any more let me know below maybe we'll do another video who knows and guys if
you have found this video useful remember to like and remember to subscribe to the channel
other than that all that's left to say thank you for watching see you next time
you