Reanimation Protocols: Roll a D6 for each slain model from this unit unless the whole unit has been completely destroyed at the beginning of your turn. So if a warrior dies turn 1, you roll turn 2, 3, 4, 5 and so on until it's back or the unit is destroyed. Living Metal: At the beginning of your turn, this model recovers 1 Wound lost earlier in battle. Characters and Vehicles benefit from this rule.
You can either roll a D3 to generate their powers randomly re-rolling duplicates or you can select the powers you want the C'tan shard to have. If the result is higher than that unit's Wounds characteristic, one model from that unit is slain. For each roll of 6, that unit suffers a mortal wound. You can add 1 to the Advance, charge and hit rolls of that unit until the beginning of your next turn. A unit can only be affected by this ability once in each turn.
The changes to vehicles have nerfed Gauss weapons into oblivion though, as although absolutely everything is now capable of wounding vehicles, the amount of wounds needed plus the low chance of wounding at all results in you needing hundreds of shots to destroy them. The common, rank and file warriors have a shorter ranged Gauss gun, called the Gauss reaper, which shoots at assault 2, 12", ap-2 and dmg 1. And potentially friendship breaking Speaking of Reanimation protocol: It now works But that is not all.
You roll on reanimation protocols every time an enemy unit killed a model in a unit with reanimation during the shooting or fight phase. Not abilities, morale tests or psychic fuckery For example: You have a unit of 10 Lychguard. They have 2 wounds each- that's 20 wounds in the unit. During your opponent's shooting phase, your Lychguard encountered the business end of a vulcan-mega bolter.
Thankfully, it only killed 5 of them, and the rest of the weapons took down an additional two. Seven Lychguard died, and the Stormlord's shooting is complete. So, you roll 14d6. If you have enough wounds to bring back a Guard, you can. Let us say you rolled really well and got 6 fives and 4 sixes. That's 10 wounds back.
This is enough to equal the wounds of 5 Lychguard, so you bring 5 Lychguard back from the dead. Eight Lychguard remain. A unit of Scions now roll up and empty a lot of meltaguns into these same Lychguard.
Unit's done shooting; you roll 12d6 and reanimate. You get 8 successful rolls; that's four lychguard coming back. Certain HQs will also carry a Resurrection Orb; this allows reanimation protocols, once per battle, in the command phase, for every model in the unit.
Your wounded unit of lychguard can now roll 8d6 and reanimate, because they were 6 strong before the orb. Hitler doesn't know how to counter his ol' pal Churchill's Necrons with his Imperial Guard. Maybe because he insists on using tanks. If you want real in-depth strategies, take a gander at the Tactica. This is just an overview about some of the ways Trollcrons can be cheese. Necron troops tend to be effective engaging from maximum range.
Deployed in large hordes Necron Warriors are perhaps the single hardest basic troops to shift in the entire game. Only the heaviest fusillades or the very worst luck can wipe them out. Hearing such squads survive round after round after round of small arms fire is far from unusual. When you find yourself facing such a gunline, focus your fire to bring down a group at a time, ensuring it's completely gone, or close to melee range.
Immortals are more expensive, but less numerous: focus your fire on their smaller squads, making sure to finish the squad. Quick, pretend to be a statue and he might just think you're a suit of armor. If that doesn't work, run like hell just outwalk it.
But don't let him shank your chaos-worshipping ass with his Staff O'Doom. If your idea of winning melee is hitting a group with a bunch of cultists and one CSM lord, you might want to reconsider it, as a Necron Overlord with just a warscythe has decent odds of killing your warlord and mopping up the melee. Instead, target the unescorted units with no HQs, crypteks, or regular lords.
Necron Warriors and Immortals usually won't charge out to meet you, so don't worry too much about their counter-charge unless you see Wraiths, Lychguard, Praetorians, or Anrakyr across the field, in which case stay the hell out of the way unless you're sure you want that fight.
When you see a Cryptek in a group of warriors, assume he's got something nasty, and ask what it is. He's likely a high-priority target, but only if you can pick him out from his escort precision shots are your friends here. Don't be afraid to get into melee with a Cryptek, as most of them are meat there. Challenge them out and go to town. Necron Elites are a mixed bag, typically filling gaps in the primary lineup.
Triarch Stalkers are high-priority targets, as they support and amplify the already formidible Necron shooting phase. Tarpit them, or employ maximum-power weapons to take advantage of their open-topped stat-line. Spread your squads out to make deep-striking hazardous, and be prepared to charge into melee with the deathmarks when they arrive. Better yet, try to refrain from reserves and make their purchase useless. Lychguard aren't all they're cracked up to be: they're melee killers with T5, AP 2 or 3 weapons, and two attacks base.
Combat them with overwhelming numbers, or AP3 blast weapons a Leman Russ Battle Tank can recoup its cost in one shot against a group of Lychguard. C'tan shards are very expensive Pokemon with a few randomized powers; yeah, where most races have psykers to waste cards on, you waste cards on C'tan powers you roll each turn you fire. You'll rarely see a Praetorian on the tabletop, but they're jump-assaulting elite fighters held back by the same terrible initiative all the Necrons have.
Don't be too worried, they're easily swarmed or shot down by AP3 or better weapons. Target them just like you do Necron Warriors, and try not to enter melee until you're sure you'll win. Most of the really scary toys in the Necron lineup come from Fast Attack. Scarabs are swarms of T3 monsters that turn vehicles into mulch. If you have vehicles, these are priority one targets, even over things like Lychguard or Heavy Destroyers.
They're swift and will routinely kill a Leman Russ in one round with only one or two bases. Destroyers are quick elite-infantry or vehicle killers. Both kinds have Preferred Enemy everything! Their weakness is small squads: prioritize these with autocannons or other moderate-strength weapons. Tomb Blades aren't particularly worrying for their cost: engage with small arms and prioritize them below most other targets.
Try to stall their approach, and overwhelm them with a hail of lighter gunfire. Don't try to flatten the whole group with a battle cannon shot the way you do Necron Warriors, as they'll save out and keep moving fearless. Unlike most Necron units these can't reanimate unless in a Canoptek Harvest Formation, so you can safely grind them down with bolters, lasguns, or other light weapons.
Necron heavy supports are tenacious, but most follow the 'shielded, open-topped AV11' archetype, like the Annihilation Barge and the Ghost Ark. Target vehicles like this by focusing high-strength weapons on them to crack their shields. Autocannons would be better spent putting down more vulnerable targets. Once their shields are down bring out the rest of your more moderate weapons to finish the job.
Shields don't grow back, but Necron units can shrug off shaken and stunned results, so just like you'd finish off warrior groups make sure you finish off Barges and Arks. If your foe fields a set of scarabs look for the spyders behind them: those spyders can build more scarabs as long as you haven't wiped out the whole scarab swarm. They're tough to crack: at T6 they're extremely hard to swarm down. Try to keep them at range and leverage your best anti-tank weapons.
The Monolith deserves special mention, with all-round AV If you don't have meltas, lances, or other really good anti-armor weapons just ignore them: they hardly care about any vehicle damage table results except Explodes, and their offense isn't impressive for their cost. Try to spread out to make their teleportation fail, as for no adequately-explained reason they are completely susceptible to deep-strike failures. Necron fliers were the shit just after 6th edition came out. All of a sudden their reasonably effective fast skimmers became seriously difficult to slay, and kept all of their abilities.
As it stands today most serious armies bring anti-air as a matter of course, and if you do as well you should be in good shape to hold off the Croissants Scythes. Both Night Croissants Scythes a flying dedicated transport and Doom Croissants Scythes a tank-shredding air-to-ground fighter are very fairly cost-effective for their weapons and have AV Neither one should be ignored: a Night Scythe can deposit its infantry payload without slowing to a hover, the twin tesla-destructors on either aircraft are excellent at anti-air and anti-ground alike, and the Doom Scythe's Death Ray yes, that's what it's called is one of the most effective tank-killers outside of Apocalypse.
Part of the controversy about these fliers seems to be the cash-grab surrounding their concept, as all the best anti-air weapons are new models or fliers themselves or both.
In all fairness, if your opponent does field six or eight scythes in a regular army without warning you beforehand Please don't be that guy. If you do find yourself playing against that guy , prioritize the Doom Scythes first and fire everything you've got. They're much more dangerous to your ground-based anti-air, and if you can't suppress them with vehicle damage table results you're likely to lose the ability to retaliate within a round or two.
Thanks to IA12 and the recent 7th Ed Flyer rules, Necrons have the most broken aerial assault units in the fucking game. Enter the Nightshroud Bomber. This bastard can drop a Strength 10 AP 1 pie plate on whatever you don't like, and it's a goddamn bomber. So that shit happens before your opponent even gets a chance to intercept. Hey Space Marines players, you call those Terminators? Let's take them to school one bomb later there they go, motherfuckers! Send it in with a couple of dozen Doom Scythes and let the rape begin!
The egyptians built the pyramids to get closer to the gods. The Necrons already got to their gods, used them to their own advantage and killed them. They build their pyramids because why not?
They are still totally fucking overpowered in Battlefleet Gothic though; their cruisers can crush many other race's battleships without much trouble.
Although with the discontinuation of BFG by GW, the number of Necron fleets available for sale is now finite and thus the number of assholes who play them.
Unless you find a company that can use 3D printers to make any model you want for too much. Just As Planned. Necrons are the ultimate Bad News, any Master can and would drop on his party if they get overconfident, forcing even high level Deathwatch and Chaos Marines to shit their power pants, as 'Crons combine near-marine power level with numbers and determination. Here is a list with a small synopsis of publications by Black Library and GeeDubs which feature them, before you start adding, remember, Necrons must not only be mentioned, but actually appear in the story, feel free to add new items and follow the alphabetic order:.
Wiki Content. Explore Wikis Community Central. Difficult to come by online at this point, but some physical stores still have them in stock. The following is stuff that builds out to a decent core that almost any army can use effectively:. Credit: PierreTheMime. Necrons have a number of different angles to play and some of them are quite competitive. The lists below have a common set of models that we might not describe in the text but you should consider.
For instance, Necron Warriors are useful just about anywhere due to their resilience and status are a core troop. Cryptothralls are an infantry unit with a very small footprint that are a good bodyguard for your Crypteks but also fantastic for accomplishing secondary objectives by infiltrating areas and performing actions.
The Silent King himself is a huge part of any list but is also a really cool, interesting, and powerful model that Necron players will likely enjoy and is a great centerpiece. Necrons have a surprisingly varied array of melee threats and Novokh gives you a better chance of making your charge and inflicting more damage, so you can go in a few different directions with this.
The other big advantage of going this way is that many of the strong board control lists running as custom dynasties make use of many of the same tools, so buying in this direction gives you quite a bit of flexibility. Mephrit shooting A more traditional Necron feel, this army brings as many guns as it can.
Necron Warriors. Credit: Pendulin. Here are a couple pt lists created around some of the builds discussed above to give you an idea of what can be accomplished on what budget:. This list uses pretty much exclusively what comes in the Starter sets, with the exception of the Skorpekh Destroyer Lord, Chronomancer, and Cryptothralls.
The Lord and the thralls come in the Indomitus set and arguably so does the Chronomancer if you proxy the Plasmancer—the Chronomancer model has not been released as of this article. This list hosts some very nasty melee threats, some good midrange shooting, troops to sit on objectives, and the option to jump your Reaper Warriors into position to give someone a really bad day.
Coming in with a full CP count, you can even spare one to put some infantry in reserve for nefarious secondary schemes. The Doomstalkers, especially with the control node backing them up, are terrifying to any high-quality units your opponent has brought along, benefit heavily from the Szarekhan Dynastic Code and you can use the Triarch Stalker to give them re-roll 1s to hit if something really needs to die.
Cryptothralls fill out your points, giving you something you can use with Strategic Reserves to try and secure secondaries, or hold a boring corner of the map for you. The Stalker and Overlord can both take a few swings in a pinch too!
Rejoice, fledgling Overlord, for the time of Necrons is upon us! We assume you have downloaded this knowledge into your memory engrams and find it helpful in your step toward galactic conquest.
Go forth and crush those pitiful fleshbags who dare question your authority. Have any questions or feedback? Drop us a note in the comments below or email us at contact goonhammer. You must be logged in to post a comment. As a result, the army is surprisingly durable. In fact, making the mistake of not killing a squad completely can result in the squad returning to full strength.
Resulting in an army that has some fantastic weapon options, and a surprising amount of resilience. Destroyers [18 PL, pts]. Heavy Destroyer: Heavy Gauss Cannon. Tomb Blades [10 PL, pts]. Two Gauss Blasters: 2x Gauss Blaster. This army list is no joke at 1, pts and can take on nearly anything. Furthermore, the army is very easy n new players as it has both a low model count and great durability. Firstly, we have our Tomb Blades which will make up the majority of the army.
Furthermore, each Tomb Blade will have 4 shots at strength 5, Ap-3 when in rapid-fire range. As such, these guys can shred infantry with good armor saves like Space Marines.
Also, while still remaining effective against cheap infantry blobs due to their high volume of shots. Next, we have our Destroyers which will be our answer for multi-wound units and vehicles.
The Gauss Cannons they wield have 3 shots each at strength 6, Ap-3, and D3 damage. This is Incredibly useful when taking on tough targets and should be your go-to Strategem. So, this army would be incomplete without having some tricks to get the most out of the army. First, we have our Cryptek armed with the Veil of Darkness and a Chonomitron. The Veil of Darkness allows us to redeploy our Destroyers once a game and deep strike them anywhere on the board.
As a result, we have an incredibly durable unit of Destroyers that we can choose to redeploy anywhere on the map in case our opponent gets too close.
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