Warhammer 40,000/10th Edition Tactics/Necrons
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This is the current 10th Edition's Necron tactics. 9th Edition Tactics are here.
Why Play Necrons
Pros
- You are one of the easiest armies to paint. Just get some primer, a metal paint, a wash and a glowing green and you're good to go.
Cons
Faction Rules
- Reanimation Protocols: Gone are the tests to resurrect, now you just recover d3 wounds each Command phase. Models with multiple wounds get those wounds back first, only ressing models once every model in the squad has their max wounds.
- This also counts as last edition's Living Metal rule, as this applies to all vehicles as well.
Detachments
Awakened Dynasty
Special Rules
- Command Protocols: Units led by Characters get +1 to hit. Pretty basic.
Stratagems
- Protocol of the Hungry Void (1 CP): One unit gets +1 to Strength when they fight. If a character is leading this unit, they also improve the AP of their weapons by 1.
Enhancements
- Hypermaterial Ablator: The bearer's unit doesn't just get Stealth, but any ranged attacks against them from beyond 12" away count as if they had cover.
- Sempiternal Weave: Bearer get's a 4+ FNP. Only useful for a hero in the crosshairs of many snipers or for a character too big for any units.
- The Sovereign Coronal: Units within 6" count as if they were being led by the Leader for the sake of Leadership. Note that this won't give Command Protocols in a bubble.
- Veil of Darkness: Once per game at the end of the enemy's turn, the bearer's unit can immediately jump back into reserves to be deployed next movement phase.
Wargear
- Phylactery: Grants a 5+ FNP
- Resurrection Orb: Lets the bearer's unit roll for Reanimation Protocols on the end of the enemy's Command phase on top of your own. Pretty much guarantees that you get as many troops ready to fight as you can get.
Unit Analysis
Characters
- Catacomb Command Barge
- Royal Warden This glorified Immortal is a pretty handy asset for whatever squad of Warriors or Immortals, as this guy gives their guns both [Heavy] and [Assault] for optimal firing at all times. Their own relic blaster comes with all the benefits that come on both blasters and tesla carbines, providing the high firepower of the former and [Rapid Fire 2] from the latter for a high rate of fire up close. On top of this, they have a single-use ability to make one friendly unit within 12" ignore being battle-shocked.
- Skorpekh Lord
- Lokhust Lord: The old Destroyer Lord remains a powerful buff vector for his chosen Lokhusts, as their squad can score critical hits on a 5+ - Awesome for any Gauss weapons on them. The Lord has their own re-rolls to hit and wound enemies below half-strength, which makes for a very powerful buff.
- The Staff of Light pretty much gives you all you need between a good strength and high AP that can be used at range so they can shoot alongside their destroyers. The Lord's Blade, while very mighty, sacrifices most of their viability since the destroyers are very pants in melee.
- Hexmark Destroyer:
- Transcendent C'tan
Nobles
- Overlord: The big cheese of the dynasties has a pretty big gift by letting their squad use a free stratagem, even if it's one that was already used. They're also quite tanky thanks to an innate damage reduction.
- The Overlord's Blade is a monster of a sword, capable of chopping MEQ and TEQ in half like paper, and the Tachyon Arrow is capable of ripping through tanks as well, but the arrow has only one shot. The Staff of Light, while weaker, gives you shooting that's consistent. If you just want melee and feel the urge to cut a fucking carnifex in half, then grab that Voidscythe and its [Devastating Wounds].
- Lord The Overlord Jr. grabbed the Royal Warden's old buff of movement buff for one squad on top of another ability to let their squad use stratagems even when battle-shocked. The staff remains the best choice for most squads since it lets them shoot alongside most squads, but you can consider the Lord's Blade for any bands of shield Lychguard.
Crypteks
- Technomancer
- Psychomancer
- Chronomancer
- Plasmancer
Epic Heroes
Nobles
- The Silent King:
C'tan
- C'tan Shard of the Deceiver:
- C'tan Shard of the Nightbringer:
- C'tan Shard of the Void Dragon:
Battleline
- Immortals: The bigger and bulkier warriors. The Gauss Blasters are your heavy hitters, being S5 AP-1 to take on most MEQs and some TEQs with the help of [Lethal Hits]. The Tesla Carbine, however, is the lightweight weapon with [Assault] and compensating for its lack of AP with lots of shots thanks to [Sustained Hits 2]. Whichever you use, your unit always gets to re-roll 1s to wound and re-roll all wounds against enemies on an objective.
- Necron Warriors: Despite being an army that historically never needed to worry about morale, the Leadership of your most basic goons is now a rather mid 7+. Fortunately, their trademark aptitude for refusing to die remains in place as their Reanimation Protocols lets you raise d6 models (or d3+3 if you're on an objective) each Command Phase.
- Both the Gauss Flayer and Gauss Reaper gained the [Lethal Hits] rule. The Flayers get the benefit of both range and [Rapid Fire 1] so it can keep up in firepower against the Reaper. However, the Reaper lost the Assault type so now you can't shoot them after advancing and both guns took a hit to AP, making the Gauss Flayer as effective as a bolter at S4 AP-.
Infantry
- Lychguard:
- Deathmarks
- Flayed Ones
- Cryptothralls
- Skorpekh Destroyers:
- Ophydian Destroyers:
- Triarch Praetorians:
Beast
- Canoptek Wraiths:
Mounted
- Tomb Blades
- Lokhust Destroyers
- Lokhust Heavy Destroyers
Swarm
- Canoptek Scarab Swarms
Monsters
Vehicles
- Annihilation Barge:
- Canoptek Spyders:
- Doomsday Ark:
Walkers
- Canoptek Doomstalker:
- Canoptek Reanimator:
- Triarch Stalker:
Dedicated Transports
- Ghost Ark:
Aircraft
- Doom Scythe:
- Night Scythe:
Titanic
- Obelisk:
- Tesseract Vault:
- Monolith: Toughness 14 makes them way tougher than before, capable of even shrugging off lascannons. As an improvement, the monolith can now deploy units from reserves or teleport units on the field to anywhere within 6" of it without needing to sit still, making it a much more usable deployment port. Its Death Ray took a major buff by getting S12 AP-4 D1+d6 with Sustained Hits d3. Its Portal of Exile also got a mixed change, getting a fixed 6 attacks but at AP-2.
- The option between Particle Whips and Gauss Flux Arcs is a mix between reliability and weight of fire. The Flux Arcs are fixed at A3 S6 AP-1 with Lethal Hits for more effective critical hits and Rapid Fire 3 making it fire more up close. The Particle Whips throw a staggering A3d6 Blast with S8 AP-1 D2 and Devastating Wounds.
- The damage track is a bit more significant to the monolith than it would to others. Once it reaches 7 wounds, not only does it take -1 to hit with all of its guns, but it also has its OC reduced from 8 to 4.
Fortification
- Convergence of Dominion
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