hello welcome to planet 40k today i thought we'd check out some of the best secondary objectives
that you can select for our necron faction so in this video we're going to be diving
into the necron chapter approved secondary objectives that are within our nikon codex
there's four in total so we go through them and talk about the best methods of actually scoring
them with what units and whatnot now of course a lot of this is relative due to a few variables my
playstyle may not actually match your playstyle your local meta may not actually match mine and
even units that being brought to the table top may not be as favorable to yourselves as they are to
me so therefore it would make certain unit choices not quite work for you but there are also other
variables such as the mission itself and of course your opponent's actual list so it's a more of a
generic guide from my point of view but hopefully by the end of the video it'll inspire you to try a
few different things or simply to show you a thing or two that you may not have already known because
many of us including myself are always finding new ways to play new combos to use and i always
say every day is a school day in 40k also stick around to the end of the video for a shout out of
the day we should be going to a comment relating to the last necron video we did so stick around to
the end of the video to see if you've been shouted out so right the intro has been done let's get on
to the bulk of the video beginning with the actual necron codex itself so if you've got the codex to
hand i'll be skimming over to page 69 or if you are painting and whatnot don't worry as always
i will be displaying everything on the screen now for us to follow quite easily there right then so
the first secondary objective within the necron codex is code of combat and it stems from the no
mercy no respite category it can't be selected alongside other options such as grind it down
or to the last as one of each category can only be selected it's very easy to mistake if you're a
beginner there so this is an end game objective and you're going to be scoring three victory
points at the end of the battle for each enemy unit that was destroyed by a necrons noble unit
from your army so this is obviously limited in terms of who can score you the actual points some
lists don't even feel the noble and even if you do you may only have one or even two within your list
now our nobles are not fantastic in terms of damage outlay they tend to be more of a
support character however there are ways to make this work so there's actually four in fact that
can be scoring this objective the first one being probably the weakest one out of all four of them
is the necron lord now this would actually be quite a poor choice as a unit if you're trying
to score a secondary with a necron lord because he's got no inbound save and realistically he's
not going to be taking a unit out all by himself maybe he gets lucky and finishes a low model
from an already weakened unit but that's a best case scenario there and it's only going to net
you three victory points out of a possible 15 so i wouldn't advise using it the second option is
an overlord either the generic version or one of the names guys now with an inman save you
can chuck him around a little bit more as is a little bit more tankier and a lot of them come
with or have access to war sides which can do the job or they've also got the options of the relics
too if you're taking the generic overlord but to be honest i still think you'd be pushing your luck
a little bit trying to max out the secondary with a single overlord the third choice is the step up
the ladder which is the catacomb command barge now basically it's an overlord within a vehicle
so he's got the additional weapons he's harder to kill so he's going to be in the battle much longer
giving you more time to score this secondary now he also can fire into combat as it's a vehicle
and you can be adding a relic such as the voltaic staff which can really aid the barge when trying
to succeed with this secondary but the main go-to noble when you're attempting to max out the
secondary is the silent king with all his weapons at range and in melee is going to be doing a lot
of damage and what's great about this is because the menieres also count towards the objective
because the objective states it's a necron noble unit not an acronym model so the unit as a whole
will carry the noble keyword due to the sun and king carrying it so this means though strength 12
damage six beams will count towards this objective so every time i've selected the silent king
i've always maxed it out getting 15 points it's potentially one of the best combos we have in the
codex so definitely take this if you're taking the silent king with a command barge you could
go for it if you've got nothing else better to select from but the two nobles on foot the necron
overlord and the necron lord i wouldn't try to score it with them it's just not going to happen
so let's move on to the next secondary objective within the book which comes from the battle
supremacy category which is purge the vermin so you can't compare in this with engaging all fronts
for example again you can only select one from that battlefield supremacy category so this is
a progressive objective you score two victory points at the end of your turn for each table
quarter that does not have enemy units excluding aircraft units wholly within that table quarter
and this objective cannot be scored in the first battle round now i always personally take this one
even if i don't max it out because it forces your opponent to spread their army very thin and you
can really start to pick up points fast if they don't keep units in each quarter unfortunately
you can't score this in the first battle round so it only leaves four possible turns to score
but doing the maths if your opponent leaves two quarters unmanned for the four turns that remain
that will score you 16 points and of course that gets capped at 15. but even if you only
scored 10 points it usually puts a real spanner in the works in terms of your opponent's tactics
sometimes this can however backfire and maybe they use an engaging front anyway so they're going to
be planning on getting into all the quarters but i found from my own experience that when
i select this secondary it usually serves me pretty well it's also less of a cluster
for my own mind because i technically don't have to do much to score it's all up to my opponent to
try and deny it but there are a few aiding units that will assist you in scoring this units such as
canopic scale swarms and canopic wraiths to tie up units and prevent the movement into table quarters
also your movement in general needs to be slightly focused on trying to block out certain areas again
from movement or deep striking units as well but overall if your opponent does achieve the table
quarters and prevents you from scoring they're going to be moving very thinly so what this
actually means is if they're an elite army such as space marines for example they can't afford to
invest too much into each quarter maybe a minion of terminators here and there or some inceptors
flying in here and there as well but they're usually lone units so they're far easier to
pick off possibly they're going to be accompanied by a character but now they're starting to invest
points into them we should put a target on the head so if you clear that mini death star unit out
that's going to be a heap of points that you've removed from the battle now with stronger faction
this is a little bit more tricky quick factions with a high model count dracari can do it sisters
are battle orcs they've all got the capability of taking quarters fairly cheaply so again this
slightly does relate to your opponent's army and of course your local meta i tend to not play too
much dracario sisters of battle at present so next within the book we've got treasures of the
aeons there's another battlefield supremacy option so it can't be taken with that purge
the vermin secondary we've just gone over so this is another progressive objective once both sides
have finished deploying your opponent will select three objective markers on the battlefield then
you score a number of victory points at the end of your turn if you control one or more
of these objective markers as shown in the table here control one you're gonna get two points if
you control two you're gonna get three points and if you control three you'll score five points for
that turn now the way i see this one is the more objective on the table the more difficult this
could potentially be due to some of the objects has been in your opponent's deployment zone
in some missions it could actually be all three objectives in your opponent's deployment zone
and of course your opponent gets to select which one of these are going to count so that could be
very problematic whereas in a smaller game you'll find it much easier to manage maybe only going to
be three objectives on the entire battlefield one will likely be in your own deployment zone
and one will likely be in the no man's land near the center of the battle now it becomes a matter
of who can control the mid-ground objective marker but with the fail-safe of still being
able to score your own objective or the option of trying to take out your opponent's one in their
deployment zone so this has much more flexibility than a stand king of the hill type setting the
objective is also nice because it stacks with your primaries so if you are holding two of these every
turn that's going to be netting you 10 points minimum for your primaries alongside the minimum
of three points per turn for the secondaries so if you aim to hit two markers per turn you're
going to be maxing out 15 victory points with this secondary objective this one's a little bit more
tactical when it comes to explaining the best methods of scoring them so the home objectives
you can almost use anything but preferably something a bit more sturdy as your opponent
is likely to have some sort of alpha strike units especially if you're playing competitively
warriors in large units of 20 are an easy winner for keeping on an objective but immortals can also
do a job with their toughness 5 and 3 plus armor save although there will be less of them units
such as the doomsday arcs and the doom stalkers are also an option they're not likely going to
be moving during the game because they'll be hopefully using their high profile strength 10
weaponry and they're fairly resilient with either quantum shielding or the four plus containment
field invented to add further to this you could look into the dynasty codes then the hilac
dynasty or the eternal conquerors from the custom codes will grant your unit's objective secured
so even if a unit of vanguard veterans popped in and charged a doom stalker they're not going to
be stealing the objective unless they actually physically take out the model the last unit i'd
like to mention here is the canoptic spiders they are very slow but if you're playing a scarab heavy
list and hoping to bring back tons of scabs and these spiders are quite viable they can
hold ground hold an objective and they can also move forward to the mid-ground objectives too
so speaking of mid-ground objectives if you've got a few options here too again if you're using the
troop selections with the warriors relentlessly marching forward aided by an overlord with a
technomanter or go start perhaps because they will soon start to get targeted so it's very vital that
you keep these guys reanimating other options consist of your fast attack area so you've got
the canopic scabs which can very quickly pounce on those mid-ground objectives with their speed
just to put your flag in there they won't last long but you're going to be scoring early with
them then by turn two onwards you can get your other units up the board or you may want to pay
a little bit more for the more resilient canoptic rafes with their rayform ability for that four
plus invulnerable save they're going to be tanking a lot more for a few more turns again objective
secure dynasties bullied them against other units trying to outnumber them now depending on your
opponent's list whip coils could be a real valid option here if you're just purely trying to defend
against larger units other options include your foot slogging melee units because they're still
pretty quick scorpit destroyers could manage to do it but preferably they're going to be going
hunting rather than holding ground as for the actual distant markers that may be in
your opponent's deployment zone you've still got your trusty warriors but you probably will need a
veil of darkness relic on a character to zip them over to that location although finding space for
them is sometimes a little bit tricky especially if your opponent knows they need to defend the
objective so it still can be done but maybe with a unit of lich guard does their footprint is much
smaller so whether it's a five man unit or a 10 man unit you should be able to get them in just
fine faster units such as the tomb blades they can do it but they should be doing it more late
game because you don't want them getting caught up in melee they're just not gonna last in melee
they're more of a shooter unit but late game when there's not many units on the table by all
means go and take the objectives then there's a few unsung heroes that could be really key
here units such as the hex mark destroyer or a min unit of five played ones both have the deep strike
ability so you can pop in behind enemy lines now if you do go for the hex mark destroyer you should
only really be bringing him against toughness three armies to max out the use of his pistols
and you can also give him that pistol relic too that's always worth it flayed ones they are ten
points cheaper when you take five but they're only tough on this four and they've only got
a four plus armor save whereas the hex mark is toughness five with the three plus armor saved
both units will total five wounds reanimation is an option with the flayed ones although they're
likely going to be getting wiped out in one hit whereas the hex mark destroyer might not
get wiped out because it's toughness five and a three plus armor save and then on the next turn
can use living metal just to get a wound back just to give it a little bit of fight so in my opinion
the hex mark destroyer is a better optional round and it's also a character as well so it can assist
with the command protocols which will include himself when giving out those directives the
other unit that has a deep strike mechanic is the ophidian destroyers but you're paying a little bit
more here and they can hit pretty hard but similar to the scorpit destroyers they should be hunting
not holding ground okay so let's move on to the final option which is the ancient machineries
this is a shadow operation selections this is going to be your action secondary so it's
a progressive objective so once both sides have finished deploying start with your opponent the
players alternate selecting objective markers that are not within any player's deployment zone to be
ancient machinery objective markers and then you're doing it until three markers have been
selected now only necron core units and necron canopic units can attempt action so this is done
at the end of the movement phase it pretty much follows the standard action rules found in the
core rule book and then on the following command phase providing that the unit is still in range
of the objective you're going to be scoring three victory points each time you complete the action
so this is another one i take quite often and in a sense it's easier to achieve than the previous
secondary because you only need to score one of them to gain three points but of course you
need to survive your opponent's turn in order to do it also doing it in turn five won't score you
anything because you've got no more command phases so in order to max out this secondary you need
to be starting this early game turn one that's if you're based doing it around one single objective
you can of course do it over multiple objective but this will of course require you to invest more
in terms of screening the unit that's actually doing the action now the best units to do this
with are large units of canopic scarabs they're very cheap and have lots of wounds so even if
they do fail your opponent's likely put a lot of firepower into trying to remove these fairly
cheap swarms off the table which of course helps the rest of your army canopic race can also do it
but it's more of a costly way of achieving it and canoptic spiders they can also do it but they're
60 points a model and they're gonna have six wounds whereas instead you could take four canopic
scabs for the same amount of points and they will carry 16 wounds so i like to use the scarabs but
i also like to screen them with a second unit of scarabs so your opponent has to make the decision
to either fire at the screen or fire out the unit doing the actual action so it's a tough choice for
them because if they fail to clear the screen then they're not very likely to make a charge
and then get into the fight phase against the unit doing the action then you're likely to
score but if you put too much into the screening unit then it may lead them short when trying to
clear off the actual unit through the action also when you're following turns what i tend to do is
simply switch the units around so get the weakened unit doing the screening while the unit that's got
more models left will start doing the new action now don't be afraid to bail out in later turns
and move to a new objective marker with the movement of 10 inches plus the advanced move
and potentially a custom code with ancient stir you can be fairly fast and also factor in that
they can also fly and on top of that the action actually begins at the end of the moon phase
not at the beginning of the moon phase so a few times i have deserted a marker to go for another
one that's about 15 inches away or so preventing a potential charge from your opponent coming in now
don't be using anything crazy to do these actions no doom stalkers for example that would be kind
of silly canoptic units aren't the only units that can actually do this action but i personally think
it's a waste using core units large warrior units to me is a total waste because there's too much
firepower there potentially you can use a minion of 10 they can pop out of a go start mid table
start scoring points immortals could do it too but but they've got a decent amount of strength
five firepower which would be a little bit of a waste tomb blades i wouldn't use for the exact
same reason and litchgard need to be getting into melee for the price they cost they can't afford
to be doing actions every turn even if they have the resilient shields for their inbound saves so
that's the four necron codex secondary objectives summed up with my take on each of them now i
regularly use the purge of the vermin for tactical purposes and ancient machineries for my canopic
swarms because i like to use micronoctic swarms they score me points every game i only really use
the code of combat if the silent king has come out to play but generally i don't take that secondary
if i'm using other nobles and the treasure of the aeon secondary i just never really pick it because
it's in the same category as purge the vermin or engaging all fronts so guys let me know below what
you take and what do you use to score them so if you found this video useful please drop me a sub
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before we go we've got to get the shout out of the day dealt with which is going to susie duo their
comment relating to the members list analysis part two so thank you very much for that comment so the
shout out is going to you today so guys thank you all for watching and i'll see you next time
you