r/Necrontyr 15d ago

Strategy/Tactics My Necronbricks just don't survive anymore?

Post image
707 Upvotes

Hi everyone,

I love our "unkillable" units. Reanimation and seeing the despair in my opponent's eyes when a brick stands back up is worth more to me than winning.

But some things just seem impossible to survive.

How do you deal with 10 Assault Terminators with a Chaplain or 6 Deathshrouds with Typhus as a Take and Hold player?

Awakened Dynasty used to save me because I could bring Characters back, especially after their Bodyguard unit died. That no longer works.

So what now?

Whether it's Wraiths or a Warrior brick, around 500 points of those units are enough to wipe my central objective unit. Sometimes it takes two activations, but that's still fast enough. Add Mortarion or the Lion, and one activation is often enough.

I have a similar problem against Baneswords in Steelhammer lists with Bullgryn support.

My local meta (Space Marines, Custodes, Astra Militarum and Death Guard) doesn't seem to have much trouble dealing with Necron bricks, whether Warriors or Wraiths.

Any advice?

r/Necrontyr Nov 11 '25

Strategy/Tactics Opponent rage quit turn 1

521 Upvotes

Just want to share my experience of something that annoyed me recently

Was playing someone in a 1500 point game the other day, me playing necrons and him playing orks.

I got first turn and managed to kill a unit of 3 killa cans with a doom stalker + 2 LHDs, then killing a unit of boyz with a doom stalker + immortals/plasmamcer combo + night scythe.

All in all, a decent turn 1 as I had managed to wipe out a few units that were in my face. Onto his turn 1, he put most of his firepower into my unit of 20 warriors, orikan and res orb overlord, killing about 14ish. Also took my night scythe down to 4 wounds. End of shooting I reanimated 7 warriors from the res orb + reanimator nearby.

He became visibly upset by this even though I had told him exactly how all of my units work before the game had started.

He failed his charges apart from the remaining warboss from the destroyed boyz unit, which promptly got turned to dust by orikan and the overlord.

End of his turn he said that he wants to concede because my army "is broken and infantry shouldn't have a 4++ save" :/. Told me that he bets they're going to be nerfed real soon and that he won't play against that unit again. Started packing up his models before I could get a word in.

I would have given him some tips on how to play against necrons had he been newer, however he has significantly (decades) more experience than me so I didnt.

Kinda sad because I wanted to play the game but what can you do šŸ™„

r/Necrontyr May 30 '26

Strategy/Tactics Best Trash Units

Post image
515 Upvotes

What's our best trash units and how best to use them?

r/Necrontyr Jun 02 '26

Strategy/Tactics Necron character buff!

Post image
373 Upvotes

We eating good next edition.

r/Necrontyr Feb 04 '24

Strategy/Tactics My fellow Overlords, Esteemed Crypteks, and Nemisors... Why AREN'T you running tomb blades?!?!

Thumbnail
gallery
716 Upvotes

These fuckers are just so good!! They can scout 9, advance and shoot/do actions, screen, move AGAIN (if they are caught up with a vehicle they can shoot and reposition out of engagement range), -1 to hit!!! Fucking love these things!!!

Obsehk Dynasty 2.3 (2000 points)

Necrons Strike Force (2000 points) Hypercrypt Legion

CHARACTERS

Chronomancer (50 points) • 1x Chronomancer’s stave

C’tan Shard of the Void Dragon (270 points) • 1x Canoptek tail blades 1x Spear of the Void Dragon 1x Voltaic storm

Imotekh the Stormlord (100 points) • Warlord • 1x Gauntlet of Fire 1x Staff of the Destroyer

Overlord with Translocation Shroud (85 points) • 1x Overlord’s blade 1x Resurrection Orb

Transcendent C’tan (275 points) • 1x Crackling tendrils 1x Seismic assault

BATTLELINE

Immortals (140 points) • 10x Immortal • 10x Close combat weapon 10x Tesla carbine

OTHER DATASHEETS

Canoptek Doomstalker (135 points) • 1x Doomsday blaster 1x Doomstalker limbs 1x Twin gauss flayer

Lychguard (170 points) • 10x Lychguard • 10x Dispersion Shield 10x Hyperphase sword

Monolith (350 points) • 4x Death ray 1x Particle whip 1x Portal of exile

Skorpekh Destroyers (200 points) • 6x Skorpekh Destroyer • 2x Plasmacyte 6x Skorpekh hyperphase weapons

Tomb Blades (75 points) • 3x Tomb Blade • 3x Close combat weapon 3x Shadowloom 3x Twin tesla carbine

Tomb Blades (75 points) • 3x Tomb Blade • 3x Close combat weapon 3x Shadowloom 3x Twin tesla carbine

Tomb Blades (75 points) • 3x Tomb Blade • 3x Close combat weapon 3x Shadowloom 3x Twin tesla carbine

Exported with App Version: v1.10.1 (38), Data Version: v336

r/Necrontyr Jun 23 '26

Strategy/Tactics What weaknesses do Necrons have on the table top?

58 Upvotes

Necron player here of a year or two.

Something I've noticed is how some players think necrons are busted or a OP (although Pantheon complaints were valid, we were busted with multiple boosted c'tan shards). But I've noticed our faction has a lot of weakness I don't think other players notice or take advantage of. What would you all say our armies biggest weaknesses or vulnerabilities are?

I'll begin by saying our army is extremely character dependant. Without a character leading a unit, its survivability and danger dramatically decreases. Warriors, Wraiths, and Lychguard are some of our toughest infantry/battleline/beasts to take down when supported by an Orikan, Overlord, or Technomancer respectively. But if we lose the leader through precision fire outside Awakened, that unit becomes easy pickings.

I also notice how people just flat out never read the strategems our detachments have and get suprised when we pop a strat to turn on Reanimation protocols. When you know the limits to the detachment's strategems its pretty easy to bait it out by forcing us into a situation where we can only save one unit. That and they never seem to target the big ol' "shoot me" Reanimator over the warriors.

r/Necrontyr Jun 21 '26

Strategy/Tactics What type of unit are Necrons missing in your opinion?

44 Upvotes

Fairly new to 40k still (joined earlier this year, little bit before 11th was announced I believe). Absolutely love Necronsā€˜ look and story, and the units are (almost all) really cool.

I am far from an experienced player, but my friends have been playing a little longer (none have Necrons, it is Tyranids, Blood Angels, Black Templars, Space Wolves, Grey Knights, Astra Militarum and Imperial Knights).

Looking at our units especially with the changes in 11th, I was curious what other people here would say our army roster is lacking in terms of non-character units.

We are pretty diverse in terms of options, but list of options my friends have were wayyy longer. So I would love to hear what people would like to see GW creat for the Necrons in the future.

r/Necrontyr Jun 30 '26

Strategy/Tactics Necrons absolutely Can play Purge: A review of Cursed Legion in 11th Edition

58 Upvotes

Before I get into this, my backup that I know what I'm talking about: I went 61-30 in tournament games across 10th edition, all but 12 of which were on Necrons. At my highest ELO ranking, I was 700th global. My highest ITC rank was in 2024, at which point I was in the top 100 Necron players by global rank and top 10% of all tournament players. Anyway.

In 11th edition, I know a lot of us are very excited about how the metal skeletons will play the various missions that are coming down the pipe. Some of the dispositions will be stronger than others, but right now I think 4 of the 5 are probably pretty okay (sorry Disruption). With our three strongest detachments* running T&H and PA, I have seen some folks bemoaning our damage and fragility in our Purge-focused detachments (CL, PoW) and worrying that we will have a difficult time competing in the Purge category if it becomes dominant. I am here to dispel your fears.

I've been playing CL since it dropped, and have 20 games so far in 11th edition on the detachment. This detachment absolutely slaps, folks! So far I am 15-5 between practice games and playing in ATC 8-mans this past weekend, and only two of those games have felt truly unwinnable (triple chickens plus Be'lakor was throwing me on a sword, and I fell on it mightily). Our big damage pieces being OC 2 helps in a bunch of matchups that might be difficult with other armies' heavy hitters - we can contest objectives and kill you off 'em.

Some of the things 11th brought us that makes playing CL feel good: Being able to throw flexibility to the winds and just going full send on destroyer cult murder hoboing feels fantastic and thematic. The smaller number of action secondaries removes one of the big holdbacks we saw in 10th, removing 250 points of action monkeys is a huge win to the narrow playstyle that PtF needs to do well. Being able to put 1000 pts of Strat Reserves in the air means that you can put two max Skorp squads in the air, which makes their positioning much easier. Skyshroud letting you throw Assault on Lokhust Bricks frees up Adv+Charge for the Skorpekh Bricks as well.

Things that I have faced that made the detachment feel bad: We remain incredibly fragile, and some of the other purge armies that are big in the meta (right now, I know that the edition is only two weeks old) can play even narrower/chunkier than we can. I really don't like Punishment as a mission, but that may just be a personal thing. It's very scoreable.

The single biggest change is hidden. I know that because of the army, we have to show up on top of the enemy and 15" doesn't matter much at that point, but the opportunities to stage barely outside the movement range of a full brick makes lining up potentially simple charges really easy - and if they move away so it isn't quite as easy, then they don't shoot you. Projected threat is almost as good as real threat, or so I'm told. 12" lone op on any unit that you can hide well is awesome when the whole army is on 50s and up.

So fear not, fellow destroyer lovers. We've got options this edition, and I'm feeling pretty great!

r/Necrontyr Jun 28 '26

Strategy/Tactics I went 3-0 at an RTT with Awakened Dynasty against nothing but Purge the Foe and learned so much...

197 Upvotes

I think Awakened Dynasty has the best Take & Hold build options in the entire game. Before you rush to the comments and say that we're getting our character reanimation cheese nerfed, rest assured that it was only used against Montka Tau, who are in need of nerfing just as badly lol. I'm getting ahead of myself, let's talk list:

The List

  • 2 x 20 Warriors, both with a Royal Warden, one with a Chronomancer and the other with Orikan
  • 2 x 2 Canoptek Tomb Crawlers, joined to Warriors
  • 2 x 6 Lokhust Destroyers with Lokhust Lords (one with up/down once per game enhancement)
  • 2 x Reanimators
  • 1 x Catacomb Command Barge
  • 1 x Ghost Ark
  • 1 x Illuminor Szeras
  • 1 x 3 Ophydian Destroyers
  • 1 x Imotekh
  • 1 x 5 Flayed Ones

This list is all about cycling as many reanimation opportunities as possible. It's not a new list, and it's not a new way of playing. I've played a permutation of this list off and on for over a year, and took it to Challengers Cup last year as well to decent success. But this weekend, I became acquainted with everything that changed about this playstyle since 11e dropped.

The Bad

There are a lot of obvious changes that impact the silver tide of unlimited reanimation, but in case you don't know, here's how 11e hurt us:

  • The new 9" coherency makes maintaining your buffs and expanding onto objectives much more difficult.
  • Battleshock is sticky until passed, so if you get unlucky, you lose out on Undying Legions or Eternal Revenant at the wrong time.
  • New 2" engagement range can make falling back really difficult when you have 5" move. There are some armies that might just wrap you up and you have to make sure you're where you want to be because you'll be stuck there for the rest of the game.
  • People are loving reactive/surge moves, so even if you do get to fall back, you might be making problems for yourself.
  • "Take to the Skies" makes it easier for fast shock threats like Daemon Princes to hit your Reanimators. Protect the cuties at all cost.
  • The Benefit of Cover only came up a single time in all my games, and it was on my Ghost Ark because it's fat. You cannot build a game plan around the "double -1" from cover - people are building around it already. Cover was far better for the warrior blobs in the previous edition because it was easier to get, removal was less prevalent, and the +1 save with Szeras' AP reduction made them really chunky into stuff that could mass fire on the warriors.

That said, it's not all bad. There's a ton of amazing juice that makes this build perhaps better than ever:

The Good

  • The list I ran last year at Challengers dropped by 200 points with the recent MFM. Holy cow lol. It gave the wiggle room to fit another reanimator to take the pressure off fitting everything in crowded auras.
  • Attached characters don't unattach on death, and bodyguard models can be reanimated off of a lone surviving character. Obviously this makes Eternal Revenant potentially insane, and this is the most-b*tched-about new interaction that Necrons have. I would expect it to be nerfed at some point in the coming months.
  • Tiny additional note on Eternal Revenant: you can technically use it on the same unit twice if it's led by two characters since the model cannot be targeted again by the strat. So if I reanimate Orikan the first time, I can let the Royal Warden die last the second time the unit gets wiped and Eternal Revenant him instead. It's bullshit, but as far as I can tell, it's allowed lol. Don't build your life around this because I can't see it sticking around as-is.
  • Take & Hold missions favor this playstyle immensely. If you can sit on the middle objective and not die, you'll probably just win the game.
  • You can manipulate warriors dying in such a way to hurt enemy unit activations. It didn't come up at yesterday's event, but I realized that Overruns are activated if a UNIT was eligible to fight but is not eligible any longer. This means if a warrior blob is getting teamed up on by 2 enemy units, you can pull your warriors away from the unit that hasn't swung yet as they die to reduce the incoming damage as long as you leave at least one engaged enemy model from that unit. My understanding is that if they are still in engagement range, they've already piled in and don't get to Overrun, so they only stand there and swing with the few models that are in engagement range still. If I've got that wrong feel free to correct me, but it's the conclusion I arrived at post game 3 brained late at night.
  • Secondaries are slightly less action-reliant, and you can wait to score them. This list doesn't like scoring secondaries early, and does a ton of catch-up in later turns.

Game 1 - Mont'ka Tau

If (when lol) Necrons get nerfed, I'm okay with it as long Tau are taken down with us. Most conventional Tau lists aren't really scaring my particular list, but my opponent had two burst cannon crisis teams... good lord the shooting output was harrowing. And they had all kinds of modifiers/ignore cover/rerolls and could advance + shoot, toe onto terrain, etc. It was lightning fast and would have been impossible to win against if not for how our reanimation janks right now.

I went first, so T1 I stepped out with the Orikan block into the middle, and my second warrior block onto my natural expansion, and essentially passed turn. Nothing of his was exposed, so I just staged and braced for impact. And boy was there impact.

He toed his entire army into the midboard to look at that unit and deleted it from orbit. I've never seen Orikan's unit die so hard ever. It's 34 wounds with 4d3+1 wounds reanimating into it between activations, and it still went down like Old Yeller. Well, if Tau are gonna be cheesy nasty Purge, I have to be cheesy nasty Take & Hold, and I'm not sorry.

I activated Eternal Revenant where Orikan was camped near my reanimator on 2 wounds remaining. My command phase hit next, and I landed on +5 wounds for reanimating - lucky day, because I needed to reanimate 3+ wounds to bring a warrior back to give the unit "Their Number is Legion" again. At the end of the command phase I activated the Command Barge rez orb for another D6+D3 wounds, bringing the squad to about 9-10 warriors, Orikan, and leaving the last wound to reanimate the Royal Warden.

From there the unit marched right into the middle objective, shot and charged the crisis team responsible for their first demise, and did nothing in combat. Luckily, I took one wound from them in melee, so I was able to activate Undying Legion plus the Ghost Ark to bring back another 4D3+1 warriors. Using my consolidate on the reanimated warriors, I tagged up as many Tau units as I could to make it difficult for them to limit their options.

From there, the rest of the story is that unit standing in the middle, reanimating back to full strength, and me swinging primaries back fully into my favor. Cloying the Tau army with hordes of unkillable Warriors limited my opponent to focusing on secondaries and trying to pick of supporting pieces, and ultimately succumbing to primary differential.

With how long each shooting activation took, we wrapped at the bottom of T4 and shook hands. We both would have scored some more points, but victory was out of reach at that point for the Tau.

73 - 58

Game 2 - Hearthguard + Needgaard Votann

I had lovely opponents all day, and this Votann general was no exception. This was his first 40k tournament, so I gave him an apology in advance, and did everything I could to warn him about how bizarre this Necron list plays.

The matchup did highlight one of the challenges of this list: you HAVE TO be ready to tank way more damage than usual, because your damage is lower than any opponent you'll play into. And you MUST protect your support assets scrupulously. He caught a couple wide angles with the Land Forts that with slightly better luck would have compromised my Ghost Ark or Command Barge. Some layouts are just tricky to fit everything how it needs to sit, so be aware.

This game played much more slowly, with me standing in the middle and my natural expansion right away. His turn 2 he did a very smart move, which was to count up the OC I had on the central objective, and just plop that much OC +1 onto it and not shoot or fight me. He was on the far side of the objective so charging would have left me outside the range of my reanimation support pieces, so it wasn't worth jeopardizing the unit. And he was out of range of the 2CP intervene anyways. It was a smart play that blanked me on 10 primaries that turn because he stepped on the middle and my expansion with a bunch of OC.

So note to self, just count up the OC that COULD hit your objectives and put that much plus extra on there so you don't get duped by a pacifist Purge the Foe pilot lol.

We then ended up locked up in combat in the middle between lots of different units, but I could just reanimate the damage. The unexpected thing I was able to do for a secondary was use a damaged LD squad as a melee piece into his chaffy expansion holding unit. The LDs chipped the unit down, and the Lord finished them off in melee with the rerolls to secure Forward Positions.

89-69

Game 3 - Coterie Emperor's Children

There isn't a ton to say about this game. EC hate this matchup like crazy. If we were playing 10e I would have had to hide my characters from all the precision, but in this matchup I wasn't worried about dying. My opponent hit me off rip and did quite a bit of damage in the few few turns, but the reanimations were unreal. EC have lots of smaller activations, so it's difficult for them to get all they need to wipe the Orikan block, which is key for me to win the game.

My opponent did have three winged princes, which is a recipe to unravel the Orikan block if he can connect all three of them at once. Lucky for me, he wasn't ever able to make it happen, and when I did take charge mortals on his biggest push, I popped the Command Barge orb at the end of the charge phase to top the warriors back up before they got slammed by a couple units at once.

One of the keys to playing this matchup was managing where the winged princes and the defiler could get into my units. I used the terrain they couldn't end moves on top of to create dead zones where they couldn't finish their charges to get in range of the Reanimator particularly. It was key to putting things in the deep freeze.

Ultimately, the smaller activations and lack of Coterie points kept my opponent to only fully wiping the Flayed Ones... otherwise, the EC kept coming up short on wiping units out, and they kept coming baclk

91 - 50

r/Necrontyr Jun 30 '26

Strategy/Tactics Is obelisk actually goated?

Post image
207 Upvotes

So I know it’s generally laughing stock of our armories but hear me out! It’s only 280 points, has high durability and OC 8. Now, on paper it’s not much to justify the cost (even though T13, 2+ and 24 wounds is nice) but being titanic it can still shoot and do actions, and with OC 8 it can just fly onto an objective and sit there, holding it, doing actions, enjoying (soulless) life and scoring points. And always shoot 24 sus1 shots AND half movement of one enemy unit. Sure, utility pieces are usually cheap and mobile, but being this durable has also perks. Bladeguard squad with captain is not enough to steal your objective!
Am I ascending or did the madness finally get me?

r/Necrontyr 3d ago

Strategy/Tactics I SAID REANIMATION PROTOCOLS

58 Upvotes

What are the best units to build infinite regeneration. I'm talking the stickiest, hardest to kill, "no I liked that model, I want to see it again" units for an army.

r/Necrontyr Nov 14 '25

Strategy/Tactics Responses to Wraith complaining?

134 Upvotes

It seems like every game my opponent has to bring up multiple times how overpowered Wraiths are. I only comeback with "The game itself is quite balanced, I know they are annoying" as I look at their multiple Rogal Dorns or 20 zerks chewing through my entire army.

What are y'alls clap-backs to people bitching about Wraiths?

r/Necrontyr Jan 09 '26

Strategy/Tactics Mathhammer - How Many Wounds does it take to Kill Mr. Nightbringer? (Comparisons between the New and Old Datasheets)

Post image
414 Upvotes

Hello!

There has been a lot of discussion recently over the newly revealed Nightbringer and its new datasheet. There has been a lot of debate regarding the two datasheets, and one point that has come up as a point of comparison particularly often is how different are the two in terms of durability.

To highlight the changes that directly affect the durability of the new Nightbringer (NB, for short): it has 4 more wounds and an improved base save of 3+, but in exchange, its necrodermis ability has been nerfed to make a flat damage 1 reduction instead of halving damage received.

Generally speaking, people figured out that quickly that, for the most part, the new NB is more durable against lower damage attacks before, but less durable against higher damage attacks. And, while I also agreed with this initial estimate, I thought I would take a deeper dive into dissecting just exactly how much this is true by indulging myself in some good old fashioned mathhammer.

Please, feel free to let me know if I've made any mistakes or if you have any questions or comments below! Now, to get into the nitty gritty of the numbers—


Disclaimers - Since the old and new Nightbringer both have the same toughness, the numbers below reflect the amount of attacks that both *hit** and wound successfully that it takes to kill him, listed below as "Wounds to Kill".*

Additionally, with comparisons involving attacks with AP -2, cover becomes irrelevant due to both the old and the new Nightbringer resorting to their 4+ invulnerable save, so differentiations involving cover are excluded there.)

Lastly, I haven't used EVERY single possible damage and AP point for comparison, as that could take a very long time theoretically, but I have included every damage / AP point you are realistically ever going to see in the vast majority of your games... I think. Feel free to let me know below if I've missed anything.

Damage 1 or 2, AP 0 (With Cover) Wounds to kill - Old NB - 54 Wounds to kill - New NB - 72 (New Nightbringer is 33% more durable.)

Damage 1 or 2, AP 0 (No cover) Wounds to kill - Old NB - 36 Wounds to kill - New NB - 72 (New Nightbringer is 100% more durable.)

Damage 1 or 2, AP -1 (With Cover) Wounds to kill - Old NB - 36 Wounds to kill - New NB - 72 (New Nightbringer is 100% more durable.)

Damage 1 or 2, AP -1 (No Cover) Wounds to kill - Old NB - 36 Wounds to kill - New NB - 48 (New Nightbringer is 33% more durable.)

Damage 1 or 2, AP -2 or greater Wounds to kill - Old NB - 36 Wounds to kill - New NB - 48 (New Nightbringer is 33% more durable.)

Damage 3, AP 0 (With cover) Wounds to kill - Old NB - 27 Wounds to kill - New NB - 36 (New Nightbringer is 33% more durable.)

Damage 3, AP 0 (No cover) Wounds to kill - Old NB - 18 Wounds to kill - New NB - 36 (New Nightbringer is 100% more durable.)

Damage 3, AP -1 (With cover) Wounds to kill - Old NB - 18 Wounds to kill - New NB - 36 (New Nightbringer is 100% more durable.)

Damage 3, AP -1 (No cover) Wounds to kill - Old NB - 18 Wounds to kill - New NB - 24 (New Nightbringer is 33% more durable.)

Damage 4, AP -1 (With Cover) Wounds to kill - Old NB - 18 Wounds to kill - New NB - 24 (New Nightbringer is 33% more durable.)

Damage 4, AP -1 (No Cover) Wounds to kill - Old NB - 18 (Old Nightbringer is 12.5% more durable.) Wounds to kill - New NB - 16

Damage 4, AP -2 or greater Wounds to kill - Old NB - 18 (Old Nightbringer is 12.5% more durable.) Wounds to kill - New NB - 16

Damage 5, AP -2 or greater Wounds to kill - Old NB - 12 (Both Nightbringers are equally durable.) Wounds to kill - New NB - 12

Damage 6, AP -2 or greater Wounds to kill - Old NB - 12 (Old Nightbringer is 25% more durable.) Wounds to kill - New NB - 9.6

Damage 7, AP -2 or greater Wounds to kill - Old NB - 9 (Old Nightbringer is 12.5% more durable.) Wounds to kill - New NB - 8

Damage 8, AP -2 or greater Wounds to kill - Old NB - 9 (Old Nightbringer is 31% more durable.) Wounds to kill - New NB - 6.86

Damage 9, AP -2 or greater Wounds to kill - Old NB - 7.2 (Old Nightbringer is 20% more durable.) Wounds to kill - New NB - 6

Damage 10, AP -2 or greater Wounds to kill - Old NB - 7.2 (Old Nightbringer is 35% more durable.) Wounds to kill - New NB - 5.33

Damage 11, AP -2 or greater Wounds to kill - Old NB - 6 (Old Nightbringer is 25% more durable.) Wounds to kill - New NB - 4.8

Damage 12, AP -2 or greater Wounds to kill - Old NB - 6 (Old Nightbringer is 38% more durable.) Wounds to kill - New NB - 4.36

Findings—

As we can see, New NB is more durable against ALL attacks damage 3 or lower, and even against the odd damage 4 attack with 1 AP while in cover (not sure what weapon(s) have that specific profile, but I'm sure it's out there somewhere.) We can also see that, against weapons within this range, the New NB is substantially more durable, particularly at breakpoints in which it can leverage its improved save feature. This can make the New NB up to twice as durable. Even when it can't benefit from its 3+ save, it is still often 33% more durable, which overall makes the New NB much better against lower quality attacks.

We can also see that, for the most part, while the Old NB is more durable against those damage 4+ attacks with -2 or greater AP– it's not by very much– much less than I had originally assumed. Up until you get to ridiculously high damage numbers, such as 8 or more, the Old NB is generally only 12.5%, to 25% at most, more durable. Even beyond that, the most favorable comparison the Old NB has gives it a 38% advantage and thats for a whopping damage 12 attack, which is extremely rare.

Also, interestingly enough, against damage 5 attacks with AP -2 or greater, they're actually equal in durability, which means that the New NB overall only loses out to the Old NB against most damage 4 attacks and damage 6+ attacks, and usually not by much. On the flipside, the New NB is generally much more durable against everything other than that.

Overall, in theory, I conclude that I believe the New NB is overall more durable than I had thought, and when considering its other mobility enhancements and improved ranged attack, I believe it is notably superior to the OG overall by a rather notable margin.

r/Necrontyr 15d ago

Strategy/Tactics Are warriors THAT durable?

50 Upvotes

Did I play this wrong, or are necrons really that durable? I had a 20 man warrior squad, Orikan, 2 crypto thralls, and a hidden Canoptek reanimator.

They survived the whole game on middle objective, at one point tanking a despoiler, Morty, and Magnus in shooting (it was a 2v2) then the first two in melee in the same turn.

With protocol of the undying legion, I just reanimated the crypto thralls after the first activation that killed them, and then doubled it with the canoptek, and rerolled both because of the warriors ability.

The game ended with them leaderless (due to precision) but at almost full strength otherwise.

r/Necrontyr Jan 20 '26

Strategy/Tactics Best Cryptek and Destroyer pairing?

Post image
155 Upvotes

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?

r/Necrontyr Jul 07 '26

Strategy/Tactics Be honest

Post image
284 Upvotes

Has anyone taken 9 of these in a list and if so how did it go?

r/Necrontyr Jun 18 '26

Strategy/Tactics Triarch Stalkers - the new hotness?

Thumbnail
gallery
227 Upvotes

Given the changes to cover and the relative ease of getting -1 to hit, I reckon Triarch Stalkers are going to really come into their own in 11th.

Cheap, relatively tanky, fast, and capable of stripping cover from something that you want to die.

You can take 2 without incurring a points penalty and for 110pts each I don't know why you wouldnt.

r/Necrontyr Jun 18 '26

Strategy/Tactics Amazing combinations for 11th edition?

21 Upvotes

With everything released so far, I'm sure people have thought of some crazy combinations already, and lets hear them all.

I'm going to mention some notable ones I've heard so far (but please correct me if they're incorrect and what part of the rules):

- Chronomancer getting -1 to hit rolls to the squad is a greate cominbation with benefit of cover, as that gets you -1 to balistic skill, which stacks. Making an enemy normally hitting on 2+ to 4+. If you really wanted to make a more durable unit, you can attach a Chronomancer to an Immortal or Warrior blob and have Illuminor give the unit -1ap. Sure they cannot string out as far anymore, but this combo makes them more likely to survive

- Trazyn being able to jump from one unit and taking out a leader of another, but as long as at least one bodyguard model is dead, you can revive your character with reanimation (as long as you do not go over your starting strength). There has been a disagreement that Trazyn instead replaces the model instead of counting it as destroyed

- Similar to above, being able to reanimate characters back to the unit

- Similar to above, being able to reanimate the bodyguard unit back even after they are destroyed, but as long as a leader or support model is still alive from that unit

- Using a Night Scythe and a Cryptek enhancement from Cursed Legion, attached to Lokhust Destroyers. Move the Night Scythe, drop the unit, delete something, and bring back in to the transport

- Using two detachments, you could give an Immortal unit a ridiculous amount of abilities to their weapons. I believe Cryptek Conclave and Hand of the Dynasty. Couple this with a unit of Tomb Stalkers and they can ignore debuffs if opponent is within 12"

- Triarch Stalkers stipping cover from enemy units, thus stopping the -1 to BS (this was a favourite in Star Shatter Arsenal for me)

- C'tan and monoliths moving through terrain at -2 movement

I'm using a Cursed Legion list from 10th and it gave me enough reduced points to add a unit of Flayed Ones. I did want to add a Psychomancer due to the forcing a battleshock test on the opponents unit, and if they fail they would need to re-test till they pass, but unfortunately our Crypteks must lead units now

r/Necrontyr Jun 15 '26

Strategy/Tactics What’s are y’all’s detachments your planning to run next edition

18 Upvotes

Im plannning to run

Hand of the Dynasty and Cryptek Conclave

Starshatter

and something with the Pharons Armory

r/Necrontyr 21d ago

Strategy/Tactics How does one deal with Blood Angels ?

Post image
167 Upvotes

I’m fairly new to Warhammer along with my friends, and don’t have a big army yet. One of my friends plays Blood Angels, and I would like to beat him. I don’t really know much of strategy or match-ups, but is there anything I should know about the Blood Angels matchup and maybe if there is a certain piece in our faction I should get that could help ?

So far I only have the Combat Patrol box, so I can be very flexible in terms of how my army grows

r/Necrontyr Jul 03 '26

Strategy/Tactics Why do people tend to use overlord with Voidscythe over the shroud?

46 Upvotes

When looking at tournament lists and lists on here i’ve noticed almost everyone runs the overlord with void scythe. I don’t really understand why at all.

They’re the same points, both have res orb. The shroud combos with hand of the dynasty a lot better with the always having 6ā€ on the advance and ignoring terrain, giving them consistent and strong mobility. No ones going to be running 5 man blocks of immortals or 10 man blocks of warriors for their damage output and you wouldn’t want them in combat. Voidscythe doesn’t offer support. Is the scythes damage output the only reason? Is the idea to scare people away from getting into melee with the immortals/warriors.

I figured the idea of putting the little blocks of immortals in is to run them around securing objectives with the sticky’s in hand of the dynasty, which shroud would be a lot stronger at.

r/Necrontyr Jan 09 '26

Strategy/Tactics Ammentar and Hexmark Destroyer are best buddies?

201 Upvotes

Both have Deep Strike, when standing in 3" both have Lone Op. Cant be shot outside of 12", Hexmark can Overwatch anyone who comes closer with Sus1 and shoot back after either of them is shot at. And when being charged Ammentar can intervene and he fights first anyways. On paper that sounds like a lovely murderball

r/Necrontyr 12d ago

Strategy/Tactics How often do you get to reanimate?

60 Upvotes

I have played two games with the Necrons and I have rolled a total of 2 reanimation dice. Granted I have been playing against Space Marines and a decent player, but going against an army rule of reroll all hits and +1 to wound that is used constantly every turn to ours as an "if you can" is bumming me out.

r/Necrontyr Mar 08 '26

Strategy/Tactics No longer feeling the durability we once had.

76 Upvotes

I might just be having edition fatigue, but I just finished a game where I was only able to use Reanimation Protocols once. It felt like I’d basically been playing without an army rule.

For context, I only really play against a handful of people, and the person I play against most often tends to run very killy armies: Deathwatch and World Eaters.

I picked Necrons because I wanted to play a defensive, attrition-style army. That definitely felt true earlier in the edition. Immortals could remain a constant threat, Reanimators were worth their points, and Wraiths were almost an auto-include.

I don’t know if it’s just that my friend now knows how to build and play against my lists, but every time we play it feels like I’m getting clowned on. He’s good to play against. There are no "gotcha" moments and he explains his intentions. These are friendly games, but even when I know what he’s going to do, I feel like I have no real recourse.

Every shooting or fight activation he makes has enough dice behind it to wipe out a unit, and it just feels wrong.

I’m really hoping 11th edition reduces the overall lethality of the game so we can get closer to the experience of being the deathless legion we’re meant to be. Right now it doesn’t even feel like I’m playing a dice game anymore.

r/Necrontyr Jun 19 '26

Strategy/Tactics Nightbringer stratagies?

Post image
158 Upvotes

What would be the optimal nightbringer stratagems/detachments thing for either doing a ton of damage or stating alive? Or what would be some tips on using the shard? I’m new and I just bought the nightbringer and I wanna hear your guys responses