I would add 2 tips that made some games for me: - Never forget how powerful a volley from warriors can be with the right stratagems and timing. For example : 40 shots of reapers with 6s to hit auto-wound for 1CP, and additional 3MW with the Mephrit strat for 1CP, and 6s to wounds +1AP and/or no light cover with the vengeful stars = a TON of damage. With gauss flayers, another CP makes them S5, and being half-range yields almost the same result. It's costly but can actually annihilate some big targets, i got a Demon Prince of Tzeench or something like that in a single volley. - The turn 1 command protocol is often super hard to pick when you fight a shooty or all-rounded faction, and i found myself with a constant dilemma to solve : army-wide light cover if you dont move, or +1 to move ? My solution is as follow : if you dont have the Silent King, the best choice seems to be... neither :) I had absolutely amazing results with an unexpected one : re-roll a single re-animation dice, everytime you roll reanimation. It is actually amazing on the first turn, whether you go first or second. The first turn is the one with usually the most firepower or death if you play vs a shooty opponent, and RP will be SUPER CLUTCH for you to get to weather this storm and counter-attack. This protocol will very often bring back another warrior here, another immortal there, probably several times in a single turn, maybe change a double wraith/skorpkeh death into a single one because you get 3 successes instead of 2. That's likely 3 whole wounds completely negated by a single dice re-roll, imagine how many dice that your opponent had to roll to get those, just to be thrown away by this single one you get for free. It may seem gamble-y, but it has worked wonders for me really ! If Silent King is in my list, i usually like to have light cover as 1st protocol and have the Reanimation one on the bench. That way, if opponent goes first i have a better armor save all around which is usually good, and will be able to put the RP at some better time to be sure my warrior blob survives turn 2 or 3 for example, and my wounded models are healed twice. If I go first I switch the cover for the RP re-roll and advance significantly, knowing i will probably tough up their 1st turn a lot better and start the 2nd one with more forces on the table.
If you have 2x 20 warriors, it's best to divide the autowounding on 6s stratagem and the 3MW on 6s to wound stratagem. The former reduces your wound dice pool by 1/6 so you may not get the 3.
@@Wassa76 True ! Though statistically you only need 18 wound rolls to get the 3MW, which is very easy with 40 shots, very often 2+ :p But you're right it's risky with a single blob if you dont have re-rolls or Mwbd on them
Hey man. I love the tip u gave. Haha. I'm actually new to 40k and I want to start a necron army. Just a small one for now. But I'm looking for some anti psyker model too as my mate plays thousand sons. You have Amy tips or small list for me :)
@@iamDAVEize the tips are somehow outdated now, but if you are going against a lot of psychic powers, you have Szarekhan Dynasty that protects you against mortal wounds and has a 1CP stratagem to deny a power on a 4+; the Spyders can be equipped with a Prismatic Gloom to give access to one more deny; Illuminor Szeras makes psykers suffer Perils of the Warp on ANY double they get when they cast a power, not just 1s or 6s; and Silent King gets a deny as well, though if you play small dont invest in this huge model now :p But yeah that's it. Imo Szarekhan dynasty and a few Spyders are the most relevant things to do in small games if you want to counter psykers. More specifically vs Thousand Sons, you want as well to overcome the rule All is Dust that give them better saves against 1 damage attacks. Avoid taking too much small infantry like warriors as they wont be too effective. Skorphekh destroyers make quick work of them for this reason is general, wraiths are nice as well with their 2 damage claws. Overall, try to get as much 2+ damage units as you can !
I have a possible tip that is to mix some models in your warrior units (ex 15 flayers and 5 reapers). You will have always advailable a good option and just remove the ones that the enemy kills that you arent needed in that game (you might begin with less firepower, but you are not losing it in your first dead models). Another tip that I would consider very important acording to our actual codex is to "appear" that you are weak (our codex is less powefull and well known because of time), but remember that necrons are elite profile that can still make a great game. If he understetimates you, he will make mistakes (maybe he considers less firepower to kill an unit, but then you have Reanimation protocols, so he will need to overkill next time)...and remember, R.protocols in a super 5+ invun salve that NOONE can deny you.
To be honest I just use the doomstalker to discourage enemy units tagging my shooting units because it can fire overwatch if an ally within 6 of it is charged
The C'Than shard of the Deceiver has the Dimensional Translocation ability AND it's Grand Illusion ability doesn't say it needs to be on the battlefield to be used. This can create some fun scenarios!
i've made a list that's kinda based on ancient machineries. 3 doomsday stalkers with a tehcnomancer control node to march unto the objective and continuisly do the action the whole time.
When a unit is in engagement range. It can not shoot. HOWEVER vehicles and monsters can shoot all weapons EXCEPT for blast weapons. Both have blast weapons so there for if a unit is in engagement range. You simply won’t shoot with those units in your turn
@@Planet40K That makes alot of sense I knew that rule but got thrown off by you saying tagged. Thanks for responding and clarifying! Your videos are a big help for fighting my buddy.
@@Planet40K would you purchase them separately if you are starting or combat patrol? you get 2 and the overlord in it but with the other inside as well.
With dimensional sanctum and a chronomancer, wouldn’t you be unable to grant that reroll on the chart and invuln save due to it being post command phase?
I disagree with you 100% about the overlord not being able to stay with the Skorpekh Destroyer‘s. At the least in Novokh with the advance role the overlord is moving 8 inches base. I almost never have a difficult time keeping everyone together. Usually you’re charging by turn 2 if you have lots of melee units and My will be done is 9 inch aura.
Your Favorite unit, the Reanimator, has Core now, lol. You can use Veil of Darkness on it with a Technomancer, Lord with Orb or Pyschomancer with Thrall of TSK or Unconquerable Tyrant for the +3" aura if you have a Canoptek Controller or really want to make use of the Psychomancer's Aura of Fear to combine it with the Flayed Ones -3 LD total with an attrition test of 1 or 2 per model if they fail Morale and then Deep Strike the Flayed Ones in between them so they reroll charges. The Reanimator is a Monster and will give you Look Out Sir, if you took a Technomancer Canoptek Controller, your Reanimator's 6 Assault shots will be hitting on 3+ at Str 6 AP -2 and then spend the CP to activate his Healing Beam on the unit that Deep struck during your Opponent's turn (15-20 Flayed Ones, 20 Warriors, 6 Ophydian Destroyers, 10 Death Marks Etc...). You likely lost some models If you successfully charged during your turn. If you lost a lot of models and took a Lord/OverLord/Lokust Lord with an Orb and Veil you can pop the Orb when it comes back to the next your Command Phase with a +1 to Reanimate...works best on units with a lot of Wounds or a Large unit (20 Flayed Ones, 6 Ophydians, 5-6 Wraiths or 9 Scarabs because of their Speed). Lastly, if the unit your fighting is not Elite and doesn't hit hard, you can charge the Reanimator into combat to prevent him from getting shot. As you know I'm a big Szarekhan proponent because of the 5+ vs MWs, each unit gaining a Wound Reroll per once each phase, applying both Directives of the active Command Protocol for CORE within 9" of your Warlord if you took their Dynastic Relic on your Warlord which works best on a CCB and the Warlord Trait that allows you to choose 1 Command Protocol twice per game. I normally do not like Command Protocols, but you would be surprised how relevant they are when you receive both Directives and you can use the Protocol that gives you "Fall Back and Shoot at -1 to hit and +3" to Auras tio a Max of 12"" twice in a row giving the Canoptek Reanimator a 9" Healing Beam (It has the Aura Tag), +1 to hit from the Canoptek Controller which becomes a 9" Aura and can Fall back and shoot. Flayed Ones would gain a 6" Aura for their -2 Leadership Aura and Psychomancers would gain a 9" Aura for their -1 Leadership and Attrition Aura and fall back and shoot. If anyone took the Unconquerable Tyrant Warlord trait to reroll charges, it would also give +3" to The Lords Will/MWBD with a max of 12", Relentless March, Anrakyr's +1 Attack Aura, and for some reason +3" to Rites of Reanimation. Illuminor Szeras's Empyric Overcharger is an AURA, but won't gain +3" because the Protocol states all Auras max out at 12" and then you have the Rare Rules section that says certain abilities are considered Auras despite not containing the Aura keyword...which hascreated some messy debates....is the Doom Staker's Sentinel Constuct an Aura? (Remember most of this only works on Dynastic CORE or Dynastic Friendly Units, I would use Triarch Praetorians if they had access to Dynastic Codes, but it's one of many reasons I won't use them I since they aren't Dynastic CORE. Besides not being to target them with several Character Buffs, you can't even use a Rez Orb on them. I despise Dynastic Agents, especially ones with CORE since it doesn't matter much...but at least they will gain at 1 Command Directive which will likely be Fall back and Shoot. I despise Dynastic Agents...the only exceptions being TSK, Anrakyr and Illuminor Szeras who desperately needs an Inv Save...but I guess it's fine that Chronomancers has a 4++ with a 3D+3 ranged weapon) As far as the Doomstalker goes, I would consider him in certain Factions like Szarekhan. His 4++ stacks well with the 5+ vs each MW. His Sentinel Construct Overwatches for free EACH time an enemy charges and selects a Dynastic unit or Dynastic Agent within 6" of him and Szarekhan can encourage an MSU playstyle. You could screen him wwith a combination with 3--5 units of 5-10 Immortals or 10 Warriors allowing him to shoot his Cannon during the opponent's shooting phase and generating Overwatch 3-4 times or more, if timed right he can Overwatch on a 5 or 6 or Set to Defend while Protocol of the Eternal Guardian is Active and you choose that Directive. Yes it works for the same reason Hyper-material Ablator provides Light Cover to any friendly unit. It's because Light Cover and Set to Defend are their own rules that are not exclusive to terrain. Remember its the terrain type that restricts certain unit keywords. The Protocol of the Eternal Guardian does not require any Terrain, nor is it strictly tied to terrain in order to Overwatch on a 5 or 6 and it doesn't say Infantry only like the Terrain Trait for Defensible terrain which has similar wording. In fact, it's NOT called Defensible not does ot say to use the Defensible trait. It is its own special rule which is the same for the Doomscythe Strat which does specify to exclude Monsters and vehicles. As long as you meet the requirements for a rule in your codex, it typically overrules the Core Book's rule or else it wouldn't work (Unit is within 6" of a Necron Character it gains one of the selected Directives. Directive 1. provides Light Cover regardless of the unit's keyword if it didn't move unless the shooting unit ignores Cover, Directive 2 . The Unit is within 6" of a character and it didn't choose Set to Defend which prevents Overwatch for the rest of the phase, it can Overwatch on an unmodified hit roll of 5+).
I have a question, as I'm quite new, is it usefull to bring a spyder with gloomprism against psycer heavy armys, or is the effect of it minute that it would be a wast of points?
I wouldn't reserve the points or slot for it in a list explicitly to bring a singular deny attempt. As you say, the defense it'd grant you would minimal against a dedicated psychic force. If you're already going to be taking spooders to support mass skrebs, the upgrade is practically mandatory though.
Also good taxtics is Using the night cthye. Put inside cthye 20 warriors with reapers or 19 and overlord Put a plasmacide in deepstrike Put 6 scorpekhs to a strategic reseves payn 1 cp At second turn fly to a needed enemy and use a strategem to simply put 6 scorpekhs right in a fase of your enemy (auto charge) Call plasmacide and put him near them Buff them with plasmacide Kill all the things Then disembark 20 warriors and put them into position
Was thinking the same, although you could put Lyche guard with swords and boards in reserve, they will be able to tie up a unit for a good while allowing scorpekhs to advance up the board 🤷🏻♂️
So basically just play scarabs don’t do or build anything else. Just spam the field with as many drones as possible. Everything else in Necrons is garbage and a waste of money.
I would add 2 tips that made some games for me:
- Never forget how powerful a volley from warriors can be with the right stratagems and timing. For example : 40 shots of reapers with 6s to hit auto-wound for 1CP, and additional 3MW with the Mephrit strat for 1CP, and 6s to wounds +1AP and/or no light cover with the vengeful stars = a TON of damage. With gauss flayers, another CP makes them S5, and being half-range yields almost the same result. It's costly but can actually annihilate some big targets, i got a Demon Prince of Tzeench or something like that in a single volley.
- The turn 1 command protocol is often super hard to pick when you fight a shooty or all-rounded faction, and i found myself with a constant dilemma to solve : army-wide light cover if you dont move, or +1 to move ? My solution is as follow : if you dont have the Silent King, the best choice seems to be... neither :) I had absolutely amazing results with an unexpected one : re-roll a single re-animation dice, everytime you roll reanimation. It is actually amazing on the first turn, whether you go first or second. The first turn is the one with usually the most firepower or death if you play vs a shooty opponent, and RP will be SUPER CLUTCH for you to get to weather this storm and counter-attack. This protocol will very often bring back another warrior here, another immortal there, probably several times in a single turn, maybe change a double wraith/skorpkeh death into a single one because you get 3 successes instead of 2. That's likely 3 whole wounds completely negated by a single dice re-roll, imagine how many dice that your opponent had to roll to get those, just to be thrown away by this single one you get for free. It may seem gamble-y, but it has worked wonders for me really !
If Silent King is in my list, i usually like to have light cover as 1st protocol and have the Reanimation one on the bench. That way, if opponent goes first i have a better armor save all around which is usually good, and will be able to put the RP at some better time to be sure my warrior blob survives turn 2 or 3 for example, and my wounded models are healed twice. If I go first I switch the cover for the RP re-roll and advance significantly, knowing i will probably tough up their 1st turn a lot better and start the 2nd one with more forces on the table.
Great tip with the protocols. I’m Gona try it
If you have 2x 20 warriors, it's best to divide the autowounding on 6s stratagem and the 3MW on 6s to wound stratagem. The former reduces your wound dice pool by 1/6 so you may not get the 3.
@@Wassa76 True ! Though statistically you only need 18 wound rolls to get the 3MW, which is very easy with 40 shots, very often 2+ :p But you're right it's risky with a single blob if you dont have re-rolls or Mwbd on them
Hey man. I love the tip u gave. Haha.
I'm actually new to 40k and I want to start a necron army. Just a small one for now.
But I'm looking for some anti psyker model too as my mate plays thousand sons. You have Amy tips or small list for me :)
@@iamDAVEize the tips are somehow outdated now, but if you are going against a lot of psychic powers, you have Szarekhan Dynasty that protects you against mortal wounds and has a 1CP stratagem to deny a power on a 4+; the Spyders can be equipped with a Prismatic Gloom to give access to one more deny; Illuminor Szeras makes psykers suffer Perils of the Warp on ANY double they get when they cast a power, not just 1s or 6s; and Silent King gets a deny as well, though if you play small dont invest in this huge model now :p But yeah that's it. Imo Szarekhan dynasty and a few Spyders are the most relevant things to do in small games if you want to counter psykers. More specifically vs Thousand Sons, you want as well to overcome the rule All is Dust that give them better saves against 1 damage attacks. Avoid taking too much small infantry like warriors as they wont be too effective. Skorphekh destroyers make quick work of them for this reason is general, wraiths are nice as well with their 2 damage claws. Overall, try to get as much 2+ damage units as you can !
i know monolith has always been mid lately... but I can't help it I love that big stupid pyramid
I have a possible tip that is to mix some models in your warrior units (ex 15 flayers and 5 reapers). You will have always advailable a good option and just remove the ones that the enemy kills that you arent needed in that game (you might begin with less firepower, but you are not losing it in your first dead models).
Another tip that I would consider very important acording to our actual codex is to "appear" that you are weak (our codex is less powefull and well known because of time), but remember that necrons are elite profile that can still make a great game. If he understetimates you, he will make mistakes (maybe he considers less firepower to kill an unit, but then you have Reanimation protocols, so he will need to overkill next time)...and remember, R.protocols in a super 5+ invun salve that NOONE can deny you.
Never thought about mixing wargear. Interesting concept
To be honest I just use the doomstalker to discourage enemy units tagging my shooting units because it can fire overwatch if an ally within 6 of it is charged
The C'Than shard of the Deceiver has the Dimensional Translocation ability AND it's Grand Illusion ability doesn't say it needs to be on the battlefield to be used.
This can create some fun scenarios!
my favorate thing to do is be like "just kidding! this army of 20 necrons is in hyperspace.... have fun with those guys later
i've made a list that's kinda based on ancient machineries. 3 doomsday stalkers with a tehcnomancer control node to march unto the objective and continuisly do the action the whole time.
In New Zealand, the 10 Necrons + 3 Scarabs is $90 whereas the recruit edition is only $75...
For the dday ark and the canoptik doomstalker part what does he mean by tagged and not being able to shoot?
When a unit is in engagement range. It can not shoot. HOWEVER vehicles and monsters can shoot all weapons EXCEPT for blast weapons.
Both have blast weapons so there for if a unit is in engagement range. You simply won’t shoot with those units in your turn
@@Planet40K That makes alot of sense I knew that rule but got thrown off by you saying tagged. Thanks for responding and clarifying! Your videos are a big help for fighting my buddy.
But how do you feel about purchasing Immortals? just the immortal itself or the combat patrol?
Immortals are great. I use them every game.
@@Planet40K would you purchase them separately if you are starting or combat patrol? you get 2 and the overlord in it but with the other inside as well.
Then It’s not really about the immortals. It’s about the other units in the combat box. If you want them then get the box and save on money overall.
With dimensional sanctum and a chronomancer, wouldn’t you be unable to grant that reroll on the chart and invuln save due to it being post command phase?
Yea it’ll be the next turn but in position
Tip 1. Know your gonna lose, you won't be upset as much in the end
😅
I don't put effort into foregone conclusions. :)
Holy shit. The best tips video I have ever heard! Covered almost all the points I needed.
Any tips on how to use command protocols effectively?
Tip. Don’t 😂 I hate them
@@Planet40K I no longer feel bad for not using them in my 25pl crusade list! Haha.
😂
I disagree with you 100% about the overlord not being able to stay with the Skorpekh Destroyer‘s. At the least in Novokh with the advance role the overlord is moving 8 inches base. I almost never have a difficult time keeping everyone together. Usually you’re charging by turn 2 if you have lots of melee units and My will be done is 9 inch aura.
Solid tips!
🤘
Your Favorite unit, the Reanimator, has Core now, lol. You can use Veil of Darkness on it with a Technomancer, Lord with Orb or Pyschomancer with Thrall of TSK or Unconquerable Tyrant for the +3" aura if you have a Canoptek Controller or really want to make use of the Psychomancer's Aura of Fear to combine it with the Flayed Ones -3 LD total with an attrition test of 1 or 2 per model if they fail Morale and then Deep Strike the Flayed Ones in between them so they reroll charges.
The Reanimator is a Monster and will give you Look Out Sir, if you took a Technomancer Canoptek Controller, your Reanimator's 6 Assault shots will be hitting on 3+ at Str 6 AP -2 and then spend the CP to activate his Healing Beam on the unit that Deep struck during your Opponent's turn (15-20 Flayed Ones, 20 Warriors, 6 Ophydian Destroyers, 10 Death Marks Etc...).
You likely lost some models If you successfully charged during your turn. If you lost a lot of models and took a Lord/OverLord/Lokust Lord with an Orb and Veil you can pop the Orb when it comes back to the next your Command Phase with a +1 to Reanimate...works best on units with a lot of Wounds or a Large unit (20 Flayed Ones, 6 Ophydians, 5-6 Wraiths or 9 Scarabs because of their Speed).
Lastly, if the unit your fighting is not Elite and doesn't hit hard, you can charge the Reanimator into combat to prevent him from getting shot. As you know I'm a big Szarekhan proponent because of the 5+ vs MWs, each unit gaining a Wound Reroll per once each phase, applying both Directives of the active Command Protocol for CORE within 9" of your Warlord if you took their Dynastic Relic on your Warlord which works best on a CCB and the Warlord Trait that allows you to choose 1 Command Protocol twice per game.
I normally do not like Command Protocols, but you would be surprised how relevant they are when you receive both Directives and you can use the Protocol that gives you "Fall Back and Shoot at -1 to hit and +3" to Auras tio a Max of 12"" twice in a row giving the Canoptek Reanimator a 9" Healing Beam (It has the Aura Tag), +1 to hit from the Canoptek Controller which becomes a 9" Aura and can Fall back and shoot. Flayed Ones would gain a 6" Aura for their -2 Leadership Aura and Psychomancers would gain a 9" Aura for their -1 Leadership and Attrition Aura and fall back and shoot. If anyone took the Unconquerable Tyrant Warlord trait to reroll charges, it would also give +3" to The Lords Will/MWBD with a max of 12", Relentless March, Anrakyr's +1 Attack Aura, and for some reason +3" to Rites of Reanimation. Illuminor Szeras's Empyric Overcharger is an AURA, but won't gain +3" because the Protocol states all Auras max out at 12" and then you have the Rare Rules section that says certain abilities are considered Auras despite not containing the Aura keyword...which hascreated some messy debates....is the Doom Staker's Sentinel Constuct an Aura?
(Remember most of this only works on Dynastic CORE or Dynastic Friendly Units, I would use Triarch Praetorians if they had access to Dynastic Codes, but it's one of many reasons I won't use them I since they aren't Dynastic CORE. Besides not being to target them with several Character Buffs, you can't even use a Rez Orb on them. I despise Dynastic Agents, especially ones with CORE since it doesn't matter much...but at least they will gain at 1 Command Directive which will likely be Fall back and Shoot. I despise Dynastic Agents...the only exceptions being TSK, Anrakyr and Illuminor Szeras who desperately needs an Inv Save...but I guess it's fine that Chronomancers has a 4++ with a 3D+3 ranged weapon)
As far as the Doomstalker goes, I would consider him in certain Factions like Szarekhan. His 4++ stacks well with the 5+ vs each MW. His Sentinel Construct Overwatches for free EACH time an enemy charges and selects a Dynastic unit or Dynastic Agent within 6" of him and Szarekhan can encourage an MSU playstyle. You could screen him wwith a combination with 3--5 units of 5-10 Immortals or 10 Warriors allowing him to shoot his Cannon during the opponent's shooting phase and generating Overwatch 3-4 times or more, if timed right he can Overwatch on a 5 or 6 or Set to Defend while Protocol of the Eternal Guardian is Active and you choose that Directive. Yes it works for the same reason Hyper-material Ablator provides Light Cover to any friendly unit. It's because Light Cover and Set to Defend are their own rules that are not exclusive to terrain. Remember its the terrain type that restricts certain unit keywords. The Protocol of the Eternal Guardian does not require any Terrain, nor is it strictly tied to terrain in order to Overwatch on a 5 or 6 and it doesn't say Infantry only like the Terrain Trait for Defensible terrain which has similar wording. In fact, it's NOT called Defensible not does ot say to use the Defensible trait. It is its own special rule which is the same for the Doomscythe Strat which does specify to exclude Monsters and vehicles. As long as you meet the requirements for a rule in your codex, it typically overrules the Core Book's rule or else it wouldn't work (Unit is within 6" of a Necron Character it gains one of the selected Directives. Directive 1. provides Light Cover regardless of the unit's keyword if it didn't move unless the shooting unit ignores Cover, Directive 2 . The Unit is within 6" of a character and it didn't choose Set to Defend which prevents Overwatch for the rest of the phase, it can Overwatch on an unmodified hit roll of 5+).
😶
I have been playing a lot of BATTLETECH so this video is indispensable for me cause I got a tourney in th next weeks lol
Nice vid bud!
Cheers pal. Hope your doing ok 😎
I have a question, as I'm quite new, is it usefull to bring a spyder with gloomprism against psycer heavy armys, or is the effect of it minute that it would be a wast of points?
I wouldn't reserve the points or slot for it in a list explicitly to bring a singular deny attempt. As you say, the defense it'd grant you would minimal against a dedicated psychic force. If you're already going to be taking spooders to support mass skrebs, the upgrade is practically mandatory though.
@@PinoyCarter thank you
Tip #1 my will be done!
I've lost my void dragon in one single turn against orcs. Cause they can score 3MW during the charge as well 😖
Oh dam!
Happened to me vs blood angels not long ago. Sucks
Can two different Technos do RoR on the same unit?
No
No, but a Ghost Ark and a Technomancer can both heal it in the same Battle Round.
Necron warriors are £16 on eBay
Sautekh hyperligical strategist warlord trait is good...save command points!
Also good taxtics is
Using the night cthye.
Put inside cthye 20 warriors with reapers or 19 and overlord
Put a plasmacide in deepstrike
Put 6 scorpekhs to a strategic reseves payn 1 cp
At second turn fly to a needed enemy and use a strategem to simply put 6 scorpekhs right in a fase of your enemy (auto charge)
Call plasmacide and put him near them
Buff them with plasmacide
Kill all the things
Then disembark 20 warriors and put them into position
Was thinking the same, although you could put Lyche guard with swords and boards in reserve, they will be able to tie up a unit for a good while allowing scorpekhs to advance up the board 🤷🏻♂️
@@dukecoull9016 yes you may, but it will cost you 2 CP. 3 CP total
But the doomsday ark and canoptic doomstalker is such cool models 😪
They defo are !
@@Planet40K You said in the video they can't shoot in combat, but they're a vehicle and monster respectively so they can. :) Albeit with -1 to hit.
Blast can’t fire into combat A R
@@Planet40K Ahhh yes. That sucks.
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Amazing tips for necrons, keep up the great work mate 👍
🤘I appreciate you each video
Everyone playing competition lol just have fun painting and play the game
This guy is so rich he's got miniatures he hasn't even built as background.
It’s part of my pile of shame. May as well make a use for it
you misspelled c'tan
Oh yea, always forgetting living metal.
So basically just play scarabs don’t do or build anything else. Just spam the field with as many drones as possible. Everything else in Necrons is garbage and a waste of money.
Hi 😁
Hola
Best tip; play something else if you are interested in winning consistently... 🥲
🤣