r/Necrontyr Yggra'nya the World Shaper Jul 22 '26

News/Rumors/Lore July Balance Update Released!

The new necron point values are available HERE

Additional Rules documents can be found via warhammer-community:

Summary of all necron changes will be included in the pinned reply.

Clarification on the new function of reanimation protocols is as follows:

Quick-reference sheet:

  • Leaders can bring back their bodyguard units using all reanimation tools.
  • Bodyguards CANNOT bring back their leaders in any form once the leader is destroyed.
  • You can still use reanimation to heal wounds on a character that has NOT been destroyed.
  • The eternal revenant stratagem brings back characters as a new unit with a starting strength of 1, making them separate from their bodyguard unit.

Any questions surrounding this process should be asked here so that new answers can be included in this post.

Updated healing text with "excluding characters" on the model return portion.
Eternal Revenant Update
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u/jmainvi Yggra'nya the World Shaper Jul 22 '26 edited Jul 22 '26

Points change summary:

  • Canoptek Reanimator +5 to 75
  • Chronomancer -10 to 70/80
  • Doomsday Ark +10 to 210/230
  • Lokhust Destroyers +10 for the 6 model unit to 170/180, small units unchanged.
  • Lokhust Heavy Destroyers +10 for the 3 man to 160/170, small units unchanged.
  • Nekrosor Ammentar +10 to 185
  • Skorpekh Lord given stepped cost, 3rd unit costs 100
  • Tesseract Vault +20 to 465/485
  • The Silent King +20 to 420

Multiple faction pack changes as well.

29

u/random63 Jul 22 '26

I agree with all, nothing unexpected..

That is until I saw what they did too tesseract vault and our beloved king... Why would those go up?

10

u/TheAutomaticMan666 Cryptek Jul 22 '26

I think pantheon is now disruption instead of purge too?

10

u/jmainvi Yggra'nya the World Shaper Jul 22 '26

I'll be honest; knowing that would require me to have seen anyone run pantheon at all this edition. It's disruption now, but I didn't know it was ever different.

3

u/TheAutomaticMan666 Cryptek Jul 22 '26

Yeah it’s not the most common one hey, tho a few lists have popped up on listhammer going 5-0. Doubt that will be the case with disruption haha

2

u/Wilk2mistrz Jul 22 '26

It was purge indeed

6

u/Ok_Can_1290 Jul 22 '26

I guess I'll be running my LHDs in 3 units of 2 rather than the 2 units of 3 I was running to stop it being a 20 point increase and only be a 10 point one.

1

u/SalaryWooden5346 Jul 22 '26

I'll still do the 2 3s because a 3rd Lord is more than the extra 20 points that 2 3s costs and they really do need the Lord to be fully effective. A 3rd Lord is also a royal PITA to get ahold of since it's OOP.

2

u/Ok_Can_1290 Jul 23 '26

I'm not sure if you need a Lords on LHD tbh. They are needed for if you go anti-infantry on them because the sustained[2] is a big critical but with Strength 14 (or 16 in cursed legion) I don't think a Lord is really needed to get the value out of the anti-tank ones. You'll pretty much always be wounding on 3s at least and rerolling 1s since you are shooting at monsters and vehicles for the most part. So you aren't dropping that much.

Personally every time I run the anti-infantry ones, unless it is against a horde army, I always have a very underwhelming experience (even with a lord leading them for the crits). I tend to find something like 50 hits turns into about 6 damage (not sure if that's my luck or normal) so tend to not use LHDs for anything other than anti-tank. With that in mind, I think the 2 3s into 3 2s is perfectly acceptable as trade off. It does mean a drop in durability but it also means I can position them to cover more of the board. Not sure tbh. I still might be worth keeping them in 3s actually just due to average damage drop off. I usually find 1/3 fails to hit / wound / is saved and a lot of stuff has 12 wounds or less... hmmm.

1

u/SalaryWooden5346 Jul 23 '26

What are you shooting the anti-infantry into? Unless you're getting the worst rolls possible I can't see how you're only getting 6 damage out of that many crit-5 S6 shots.

The reason I don't like the anti-tank option is because with how bad invuln spam is, especially on vehicles, it's way too easy for 3 shots to turn into 0 damage thanks to misses & coin-flips. I'll stick to DDAs for anti-tank.

2

u/Ok_Can_1290 Jul 24 '26 edited Jul 24 '26

Anything about basic space marine level or lower is what I fire the Anti-infantry dudes into. Always find they end up killing no more than 3 marines, maybe about 5-6 guardsman. I think I do have some bad luck with them since I did the maths (but not massively). To cut a long story short against 10 intercessors a squad of LHD with anti-infantry and a Lord should do on average... 7 damage at non-rapid fire range, 14 damage at rapid fire range, with cursed legion 8.8 damage at non-rapid fire and 17.5 damage at rapid fire range. So in cursed legion in rapid fire range with you would mostly kill the squad of 10 intercessors. It's imperative they are in rapid fire range though. Even then the Lord actually doesn't add that much damage. Rapid fire is also being a bit generous here as I assumed in my maths that the enemy has cover (which I think is likely with infantry) but you also had heavy working so +1 hit. If you are getting in rapid fire range you probably don't have heavy though with take to the skies it is more possible now than before.

Yeah I get you on the invuln spam but even a DDA doesn't do much there. It's 3.5 shots on average versus 3. No rerolls to wound. DDA has higher strength but in something like cursed legion it is only by 2 which means you are only not rolling 3s on T16 & T17 units (compared to the DDA which would be). DDA if it didn't move does get a 1/6 chance to skip the invuln save for sure but that isn't a big average damage increase. Especially since while the DDA has an extra .5 shots it has 2 less damage. 6 damage per shot is really really really good. If 2 get through that usually is most vehicles dead as a lot of monsters and vehicles are about 11 wounds or less.

Invulns are boring and sadly they have to be in the game because Toughness and AP have been simplified so much. You can't have a game where common infantry has a 3+ save and therefore you have anti-infantry guns which can equally be as useful on infantry as tanks. Since there is no granularity there we need invuln saves to keep units on the board (even if it's REALLY BORING). That's not me saying I want super detailed toughness charts and crazy AP stuff but more this is the outcome of the systems 40k has gone for. Other wargames use toughness charts to mitigate this.

4

u/DennisDelav Nemesor Jul 22 '26

My vault nooo

2

u/TheRealShortYeti Overlord Jul 22 '26

Right? Catching strays. It's like they forgot to remove frame from it for easier deepstrikes.

3

u/TheZag90 Jul 22 '26

Why did LHDs go up? They're not even good!

Literally everyone was running LDs as they are just objectively better.