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40K DISCUSSION: The C’Tan Gods

3 Minute Read
Jul 16 2009
Warhammer 40K
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As a fan of many of the “Big Hitter” choices from any codex, I was naturally drawn to the C’tan. I’m not saying they are the best game choices that can be made, but for a generally fun (and scary) HQ there are few better options. I have used the C’tan effectively in the past and will continue to run them. Everyone knows that Necrons changed dramatically in 5th edition (mostly for the worse). However, I believe that the C’tan themselves actually got better. The prevelence of assault and the addition of the run rule really gave them a boost. I don’t have much in the way of tactical input, but I think they are worth discussing.

C’tan Rules

I won’t go into all the rules, but I’ll touch on the three I think are most important.

Monstrous Creature – Everyone knows what this means. There are few large models as potent as the C’tan for taking down armor.

Immune to Natural Law – The ability to ignore terrain is always a good thing. The improvement to assault grenades are also going to be helpful, but moreso for the deceiver as the Nightbringer is only I4.

Necrodermis – This is one of the best features of the C’tan. Not that they really needed any help in assault, but this little cherry means that even if they do end up getting killed, the resulting explosion can potentially wipe out a squad.

The Nightbringer

Lightning Arc – Having your own personal short range las cannon is always a good thing right? Eh, in this case it’s only so-so. I’d say it’s most useful for taking a wound from another MC before assaulting. Generally, I think running to get closer to the enemy is the better option.

Gaze of Death – Another ability that will rarely come into play on the field, but when it does it has the potential to be pretty devestating. I have had a few occasions where the Nightbringer was tied up by 20 genestealers, the gaze made quick work of them in only a couple turns.

Etheric Tempest – Though useless against many of the models you’ll face in a regular game, it can be a good tool to prevent him from being held in combat by huge numbers of gaunts or grots. Usually the Gaze is enough to take them down, but if there are warriors nearby they would be more effective.

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The Deceiver

Deceive – Against low leadership squads/models this power can be pretty devastating. The fact that it even works to pin fearless units can also work in your favor.

Grand Illusion – Any redeployment ability can be useful. Though I will admit for Necrons, it’s usually less so. I can see it being used to redeploy a unit that would want to attack a flank.

Dread – Again, really not useful against high leadership models, which are generally the only models that will be attacking you or can even cause you harm. I can see it being useful against units that have poison or a similar ability.

Misdirect – Probably the most useful of the Deceiver’s abilities. Any time a model can leave combat before being hit can leave a squad open to the torrents of shooting that Necrons can dish out.

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General Issues

Pros: Huge stat line, monstrous creature, can be devastating in close combat, lots of interesting abilities.

Cons: Not ‘Necrons’, very high point cost, no help in Necron resurrection.

I personally enjoy using the C’tan in my armies, both because they can be so overwhelming in certain situations and the models are pretty good looking. They probably don’t belong in a serious tournament army where phase out is a serious problem.

~I haven’t had many opportunities to use The Deceiver, but I often use my Nightbringer. What are everyone elses thoughts on the usage of the C’tan in their armies? Have you had any good or bad experiences facing them? Lets hear from some tales of the Star-gods on the tabletop guys.

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