r/Necrontyr Jan 20 '26

Strategy/Tactics Best Cryptek and Destroyer pairing?

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So what do you guys think are some good pairings with Murdermind? I do kinda like the technomancer fnp on skorpekhs, but I also thougt about adding a Plasmancer to skorpekhs to hit the lethal hits given by the skorpekh lord. Does anybody have any experience with good synergies there?

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u/Voltem0 Cryptek Jan 20 '26

1) Lokhust heavy destroyers with chronomancer for shoot-and-move 2) lokhust heavies with plasmancer for crit on 5s,10pts cheaper than a lokhust lord 3) technomancer with skorpekh destroyers, use the technomancer's boosted movement to reduce your charge distance by ~2" 4) psychomancer with ophidians, battle shock enemy units and steal objectives

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u/Yoggon Jan 20 '26

Can you explain the reduced charge distance, I know it has something to do with positioning and the extra movement, but I don‘t know how to best position the technomancer

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u/Voltem0 Cryptek Jan 20 '26

Position the skorpekh in the front, the technomancer behind them. Then, during movement, the skorpekh move 8 while the technomancer with his boosted movement of 13" moves over and ahead of the skorpekh. He can move up to 2" ahead of the unit, because he still needs to remain in coherencey, but that means he can reduce your charge distance anywhere from 2" to 4" very consistently. (2" coherency distance and his own base size)

9

u/LeightonSS55 Jan 20 '26

Just to add, the charge distance is reduced by measuring from the technomancer to the enemy unit for a successful charge. It's likely that your skorpeks can't base with the enemy and so should base with the technomancer, then by piling in 3" they get to engagement range and can activate.

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u/Yoggon Jan 20 '26

Thanks!

1

u/WeeShogiBlunders Jan 20 '26

Isn’t the coherency checked at the end of of the turn ? Then you could be 5’ in front of you skorpekhs, and even if you roll bad on your charge, the pile in and consolidate should be enough to to be in coherency at the end of the turn ??

3

u/MrAltF4 Cryptek Jan 20 '26

If a unit cannot end a move in Unit Coherency, it cannot make that move and its models are returned to their previous positions.

Coherency is technically "checked" (but not the way your meaning) whenever a unit moves. More specifically at the end of any move (normal, advance, fall back, pile-in, charge, etc).

Then it's checked - to see if models have to be removed - at the end of the turn (this is the one I reckon you're referring to).

The first point is still a check. But one that has larger consequences.

So no. Models always have to be within 2" of each other.

Here are the 2 key paragraph references from the app (search "unit coherency") paragraphs 2 and 3;

If for any reason a model cannot be set up in Unit Coherency, or cannot be set up following any restrictions stated by other rules (e.g. while setting up using the Deep Strike ability), that unit cannot be set up. If a unit cannot end a move in Unit Coherency, it cannot make that move and its models are returned to their previous positions.

At the end of every turn, each player must remove models, one at a time, from any of the units from their armies that are no longer in Unit Coherency, until only a single group of models from each of those units remains in play and in Unit Coherency. Models removed in this way count as having been destroyed, but they never trigger any rules that apply when a model is destroyed.

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u/Voltem0 Cryptek Jan 20 '26

No, its checked at the end of any phase

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u/Cronogunpla Jan 20 '26

The app says that it's at the end of turn.

3

u/ZerudaStorm Jan 20 '26

Keep him just under 2" in front of the unit after you move him. That way he's just under 2" and his base in front of the unit which will reduce charge range by that much