I appreciate the shoutout! The Coronal is completely optional but i think its good to have if you want to have some other units around to support them too like some LHDs, Spyders, etc. or to get more value out of the Melta profile of the stalker. But the meat and potatoes is the ignore cover from the stalker. It makes flushing out enemy units so much easier with -2 AP from the Gauss Cannons. Plus since the Stalker is a Walker vehicle, so you can have it heroically intervene if the lokhusts get charged. It has a good enough melee profile for chunky infantry but the flamer profile of the heat ray helps torch them in prolonged combat as well. Ive played two games with this combo and had alot of success so i would love to hear anyone's input.
Thank you Necrons community! Some excellent combos in this video, i might otherwise have not thought of on my own. Will definitely be trying these out in my upcoming games.
Great video, thanks for the shout out and taking a look at my combo. For an alternative to the Lychguard combo you spoke about... consider taking sword, board, Nemesor, Techno, 2 thralls and hypermaterial ablator. This unit is ridiculously tough (doesnt really need the res orb if you can give Reanimator support and Nemesor can give the unit some crazy buffs!!
the one with the Locust Heavy Destroyers i'm doing one like it, but with gauss destructors and with Hypermaterial Ablator so they get Stealth and cover. so they crit on 5s with lethal hits and with -4 AP, so a lot will just take 6 dam :D and more durable with -1 to hit them and negating 1 AP, and will get more wounds back with resurrection orb :D
I'm running 9 LHD, 6 with Gauss, 3 with EE and the Lord. The Gauss ones are great but I like to keep them cheap and bring them on from strategic reserves to improve the chance of getting a good angle on some armour. Good back up to a doomsday ark as well.... I like to put the hypermaterial ablator on Lych to make them super tough, just run em forward and try to keep the characters out of LOS in case of precision weapons.
For the warrior combo, I’ve actually been thinking: you can trade out one guass reaper for a flayer. As long as a single model has shot in your shooting phase, the chronomancer ability can activate. Stick that flayer up at the front of your blob and you shouldn’t have any trouble speedin up the board 👌
But the flayer has 24 inch range instead of just the chronomancer 18. It sucks when there’s no target nearby to even let you utilize the chronomancer ability. I know the rest of the squad won’t get shots off.
The best unit for taking and holding objectives are the over lord and orikan with necron wariors and cypto thrals You get a 4+ invulnerable save and if you alocate the hits to the thauls they have Feel no pain 4+
Put 1-3 Hexmark Destroyers in your centre, advacing like phalanx. Every time the opponent fires on your units you get free shots from every Hexmark in range of said unit. If it's a large unit of Warriors with a Technomancer for a 5+ FNP and maybe even a Lord with Resurrection Orb, plus a nearby Reanimator, plus Strategum support... you can fire off a lot of shots every turn.
Seraptek is a sleeper unit! I actually have that combo in my list already after remembering the spyders FNP aura. I know I had jokingly recommended the silent king as well, but the rest is no joke. Got an RTT coming up in a month, looking forward to seeing how it goes.
@@Planet40K Yeah there might be a credible list you could run that way, I think the remaining points would have to all be very mobile to score secondaries.
I kinda like the Chronomancer Royal Warden Combo of potentially moveing 16 inches over the board still shooting. Getting hold of a center objective with warriors could cause some issues.
I think I still rather bring a Lord in this combo (for plus 1" move) or Overlord to use the strat to make the guns assault for free. That way I still get a res orb on the warriors as well!
As far as I’m aware it’s actually not a legal combo due to the royal warden not having the “noble” keyword (doesn’t make any sense why he doesn’t but yeah)
Same combo with warden and chronomancer but with 10x immortals with blasters, and a veil. Super flexible unit. And with immortals having 2 attacks, and they manage to get tagged by bikes or chaff (hopefully not) you can still get -1 to hit in combat (due to chronomancer) and immortals have 2 attacks. If you have the points, can pop hungry void for +1 Strength -1AP if needed.
So qu is. Can you do it t1 They don’t go into strat reserves Daemons have a similar thing with a strat but says strat reserves (which the core rules allow)
Great tips, tried a few and excited for the others. Quick question, do models with Sovereign Coronal grant “their unit” abilities in a radius? Can a Sovereign Chronomancer help Heavy destroyers move 5” after they shoot? That would really help survivability, even for single models.
If you actually get one, look up on the internet to find some of the stl’s for the extra support legs, and pin the crap out of it - its body is too heavy for its legs so it will often sag over time without support.
Wondering if you have plans on a Necron Kill Team convo -- atm we have 2, but I've seen few enough talk about how those were effected with 10th's release. Yes currently starting and leaning Necron. :)
I tried the Illuminor szeras and hexmark combo but I also give the Sovereign Coronal to the Hexmark so it can buff a nearby unit of 3 locust heavy destroyers
I do the first combo. But also run the silent king. So hitting on 2 rerolling, and let's not forget that you can use the strat to reroll all wounds for the singularity generators. It kills a wraith knight just on mortals on average.
I was looking into the seraptik construct combo. Ironically I was looking for that exact thing, but to me the wargear on the technomancer does not apply to the unit its leading. The unit would get the stealth benefit using another enhancement though. I have been trying to find info on this and it is very hard. To me it could be possible to interpret it as the unit the bearer is leading would get its wargear abilities too but it is not clear. Thoughts are appreciated.
The locust Lord, with the units of heavy locus, destroyers, equipped with that anti-infantry triple cause Gatling gun of destruction is actually quite good. It has a very long range. It has rapid fire six has sustained hits and re-rolls. I think hits of one versus infantry and I know we’re missing something. . Regardless, the locus lord allows the sustained one to quit on a five up on top of the blast plus heavy plus sustained one that’s what it was.. it has blast and sustained one on top of rapidfire six on a 36 inch gun
@@Planet40K that’s what I was using, I think I still prefer them to Flayers. At least in the games I’ve played, that AP-1 has been helpful and the range isn’t that much of a limitation with this mobility
Lychguard + nemesor allows obyron giving fights first + orikan and thralls. This gives you 4 up inv, sustained letha or dev based on nemesor roll and fights first on lychguard
@@Planet40K find me a rule that says that. Core leader rules allow a single leader to lead a unit. cryptek rules allows a cryptek to join with noble or royal warden. obyron has a rule on his datasheet that says he can join with nemesor regardless. none of those rules conflict.
Almost always 1 unit of 20. You can run units of 10 but they should be loaded up in a ghost ark and thrown into the fray to plink off a couple models. Having 20 in one blob is going to be a solid backbone of your army and very hard to get off of the board once you give them a little support.
I prefer to run Lychguard with shields using an Overlord w/ res orb. Alongside a Technomancer w/ control node. Throw in some Cryptothralls and a full unit of Wraiths+scarabs standing in front of them. You've got three units advancing up the middle of the board to take the center objective.Scarabs to throw away and slow down the enemy advance. Wraiths to intercept any bigger threats. And finally the Lychguard with invulns, FNP, res orb, stealth and cover whilst moving, and technomancer's ability and overlord's 0CP strat to activate reanimation if the unit does lose a lot of models. This has made for a very stubborn unit that has held the middle objective the entire match in several of my games. Not to mention if you add things like a reanimator and such to the unit. The only downside is how overwhelmingly melee-centric it is. But that's why the rest of my army is focused on shooting and offensive output aside from this vanguard. If the enemy ignores the middle phalanx, I have board control and will simply accumulate points. If they don't, my more offensive output units in the back field will chip away at their army whilst they focus on the vanguard.
Good thing about the control node is that you can also having moving Doomstalkers right behind it still shooting at +1 to hit. How many wraiths do you run? I have a bunch built but I'm trying to figure out how to best put them in my army lists
@@zissoulander I actually leave one or two doomstalkers on my home objective (because they can often see over a lot of terrain). And park Lokhust Heavy Destroyers with a Lokhust Lord running Sovereign Coronal and Phylactery nearby. That way, they can reposition to draw lines of fire if needed. But still hit on 3+ while staying back in my deployment zone for relative safety. I take the Phylactery on the Lokhust Lord to tank any long-range weapons that try to take out the Heavy Destroyers. Since he's got an invuln save and then a 5+ FNP with the wargear. Losing him means losing +1 to hit and 5+ critical hit. But I still get to keep shooting and he can tank a lot. As for the wraiths. My current iteration runs a full unit of six with Particle Casters and claws. Only use claws because of the overwhelming amount of power armor in my local scene. But I stopped using Scarabs with them as an additional screen. I now run two 3-model units of Scarabs and just plop them down in my deployment zone to screen out deepstrike shenanigans getting to my doomstalker/destroyer castle. If the enemy doesn't have deepstrike shenanigans. I'll then suicide-rush them at any fast moving vehicles or elite units the enemy has.
@@keldor8302 I like your tactics! I also want to make a Doomstalker castle! However, bodyguard rules means that wounds MUST be allocated to non-characters first in attached units. You can't have the Lokhust lord take wounds first before the LHDs.
Last addition GW ended up getting rid of lookout, sir when it was from standing next to another character that provided look out, sir. I noticed a lot of factions have something similar and the combo might be a little too. I’m going to deep strike here and give this guy lone operative from the guy that also has lone operative.
I can’t stand the way our version of a knight or a titan looks like. I wouldn’t pay $50 for that thing . I’d rather have 2 Tesseract Vaults or some combination Tesseract vault, monolith, and maybe even obelisk.
@@Planet40K Oh woops my mistake, they can be taken in groups, but they cannot be taken as part of a group of regular destroyers anymore. My bad, remembered there had been a change but forgot what it was
The warrior combo with the royal warden is not legal as crypteks can only be joint on in addition if they’re connected to a noble and the royal warden is not a noble.