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Dynasty choices.


Beatnik cryptek

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Sautekh seems popular as a dynasty and I kinda like it doe the warlord trait that lets you get a command point back per turn, even after gw beat it to a pulp with the nerf bat.

Moving and firing HW with no penalty is kinda nice but really destroyers already have it and reroll ones too.

So what are good dynasty choices for various necron units?

 

Destroyers might get more benefit from the dynasty that adds 1ap at half range but they already get good AP. Still the standard destroyer would eliminate all marine armor with it. Another useful strategy could be the nephrekh ability to move 6" in advance to allow them to scoot from cover to cover reliably.

Deathmarks and tesla immortals would both benefit from the meprhit solar fury ability as both lack AP.  So would gauss immoprtals and warriors too, of course.

Wraiths with beamers would be best with the sautehk dynasty as they can move and fire their heavy weapons without penalty. Without beamers they would get more from the awakened by murder ability. (even tho they are machines oddly enough.)

Those are some ones i see, what pics work for you?



 

 

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Picking a Code offers a few things aside from new synergies between units: the ability itself, the warlord trait, relic, and stratagems. For example Mephrit Destroyers may not benefit from the extra AP at half range (while it is nice against 2+ saves a lot of things with that kind of save also have an invulnerable save) but they certainly benefit from the Talent for Annihilation stratagem, which grants them extra attacks on a natural roll of 6. Add that to Extermination Protocols and your 6 Destroyers now shoot more like 7 (or more with a bit of luck) Destroyers. Likewise Deathmarks and tesla Immortals benefit from the Talent for Annihilation strat for all the same reasons though Immortals tend to get a few more hits out of it. Nephrekh Destroyers get to move fast, potentially into cover as they cross the board, but I've found rarely it's necessary with a 34" threat range. The Translocation Crypt stratagem is brilliant for them though, keeping the unit in Reserve until it can be safely put on the table (hard stare at Knights) and placing them in range of just about anything they want to shoot can be a game changer. Nephrekh is also really great with Wraiths trying to cross the board for a T1 charge using Adaptive Subroutines.

 

Wraiths I play as Novokh for obvious reasons, in an Outrider Detachment led by an Overlord and Lychguard and padded with Scarabs. Crimson Haze may not be as useful as Immortal Pride or even Hyperlogical Strategist but when my Wraiths use Adadptive Subroutines and my Overlord/Lychguard use the Veil of Darkness to catch up things usually get pretty crushing in combat. Given the 32/40mm base size even if my Overlord fails the charge (having used My Will Be Done on the Lychguard likely) you can still get a 6" buff to a unit without losing any attacks*.

 

Sautekh I think benefits Doom Scythes the most, but I really don't seem to play games where it's necessary to advance with my infantry much. The trait is cool but I can never really find a way to use this Code to its full effect.

 

Nihilakh Doomsday Arks (or any support unit that shoots really) are great, the re-roll 1s to hit makes an unreliable point sink of a weapon a touch more reliable. Really almost all Necron units benefit from Nihilakh, Reclaim a Lost Empire is also wonderful for units trying to hold an objective that matters. It may be worth mentioning that the only Code that benefits all Necrons with no exclusion is Novokh.

 

 

*Place the first rank in combat at .99" away from the enemy and your second rank .99" back again. You will get all your attacks since your first rank is within 1" of an enemy and your second rank is within 1" of a friendly model within 1" of an enemy, and you will have spread you unit back across just less than 4.5" (2x 1.25" bases plus the .99" gap between them) of the 9.01" gap required for Veil's placement.

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