
PRODUCED BY GAMES WORKSHOP IN NOTTINGHAM For Alan Bligh With thanks to the Mournival for their additional playtesting services Codex: Adeptus Custodes © Copyright Games Workshop Limited 2018. 66 Vertus Praetors.67 Venerable Land Raider. 63 Vexilus Praetor.64 Allarus Custodians. 62 Vexilus Praetor in Allarus Terminator Armour. 59 Shield-Captain in Allarus Terminator Armour.60 Shield-Captain on Dawneagle Jetbike. 40 Vertus Praetors.41 Venerable Contemptor Dreadnoughts. 36 Shield-Captains.37 Custodians.38 Vexilus Praetors. 28 The Tale of the Ten Thousand.30 Captain-General Trajann Valoris. 22 The Shadowkeepers.23 The Aquilan Shield. 16 Rise of the Primarch.18 A Host of Heroes. 8 The Horus Heresy.10 Guardians of the Golden Throne.12 Shadows and Alchemy. Lastly ofcourse, there’s a bit of a tossup to be had between lychguard and scarabs (speed vs survivability), but lychguard are currently our kings of efficiency for dealing damage to big heavy units.CONTENTS Introduction. Meanwhile, whilst on the surface of things heavy destroyers seem really expensive for what they bring to the table, it is actually not that inefficient an option.
#WARHAMMER 40K 8TH EDITION RULES NECRONS FULL#
Whilst this doesn’t paint a full picture of dealing with high toughness multi wound models, it does at least illuminate some things: Unlike before, warriors, wraiths and annihilation barges are a really inefficient use of points for dealing with heavies. Obelisk (not inc grav pulse, assuming all spheres can hit) – 5.22

Immortals (Gauss, 13″+ inches away) – 8.71 Monolith (assuming all flux arcs can hit) – 8.75 Triarch Stalker with twin heavy gauss cannon – 17.19 It does not take into account speed, survivability, the enemy being in cover etc).ĭoomsday Ark (High power shot, 20 gauss shot) – 20.08ĭoomsday Ark (High power, 10 gauss shot) – 18.06

Just did an efficiency check against T8 Sv3+ vehicles and the results are as follows (this check is a measure of JUST the following: (average number of unsaved wounds it can dish out / total point cost of model) * 1000. I appreciate that the marine upgrades cost points, but they also give the squad options that Necron warriors simply don't have.Īfter spotting a recent post discussing how best to beat imperial knights (and similar high toughness high wound models) I decided to do some mathhammer. In contrast, Warriors are stuck with 1 attack each and no melee weapons (and, as above, RPs don't help them fight back in melee). – There's also the matter of combat – marines have a sergeant who can take a power fist or such, giving the squad a significant edge in combat. This allows marines to specialise (whilst Necron Warriors can only have their slightly-above-average gun), and also means that they suffer little decrease in firepower until the entire squad is wiped out – whilst every casualty eats into the firepower of Necrons (since it isn't concentrated in single special/heavy weapons). Marines can take flamers, plasma, meltas, lascannons, missile launchers etc. – Their gun is slightly better than the marine Bolter, however, this comes at the cost of having no special or heavy weapons. This is an important difference, because it affects their ability to fight back in combat and such. They do have RPs, but they only come into it later and not at all if the whole squad is wiped out.
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– In terms of surviving damage, they're actually less durable than a marine – as they have a worse save.
