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===Troops=== *'''[[Necron Warrior|Necron Warriors]]''' - The closest thing the Necrons have to tarpits and cannon fodder, these guys are basically Cronscripts (get it?). They're the same as last edition except now their minimum squad size is 10 instead of 5. Just about as good as Space Marines at shooting, and a little cheaper too, but they suffer in close combat, where their I2 and 1 Attack make them worse than Tactical Marines. Interestingly, their newfound resilience during melee helps address their poor initiative: they will fight toe to toe with tactical marines, happily dragging out the fight so your real melee units can wade in. Perfectly capable of laying down the hurt on anything weaker than that. Great for parking on an objective or just swamping the field with bodies. And with gauss rules, you can quickly strip an enemy vehicle of its Hull Points. That's right, your basic troops can still glance a Land Raider into dust. *'''[[Necron Immortal|Immortals]]''' - These guys are basically what Warriors used to be, 3+ save and all, except they're 4 points more than base warriors and they have better guns. Start with gauss blasters, can take tesla carbines for free, both options provide nice anti-infantry dakka. Like Warriors, they're still terrible in close combat, but few things are more satisfying than looking at an opposing Tyranid player's face as a few squads of immortals wipe out pretty much all of his gaunts in one turn with Tesla carbine fire. If Anrakyr's on the field, Immortals can form a surprisingly effective melee hammer: trick them out with a cryptek or res-orb, tesla some unfortunate souls, charge, and reap the benefits of what mathematically amounts to a 2+ save. Just watch out for the real melee fighters: they'll still clean out your spiffy troopers. **Tesla vs. Gauss - One of the biggest decisions around Immortals is whether to field tesla or gauss weapons. Typically, the biggest deciding factor is the tradeoff between rapid-fire and assault weapon types: Gauss immortals can move and fire their Gauss weapons at full capacity (if within 12") and prove to be a threat to vehicles, while a group of Tesla immortals can be expected to either stay outside 12" or fire immediately prior to charging. Mathematically, discounting these two points, the Tesla carbine is equal or superior against all but 4+ armor: (the math still works out in favor of tesla just a slight bump in favor of gauss on 4+ armor then tesla wins again vs MEQ and TEQ) {| class="mw-collapsible mw-collapsed wikitable" ! colspan=7 | Tesla vs Gauss Mathhammer (Expected wounds per shot, Toughness 4) |- | Armor Save || None || 6+ || 5+ || 4+ || 3+ || 2+ |- | Gauss Blaster || 4/9 || 4/9 || 4/9 || 4/9 || 4/27 || 2/27 |- | Tesla Carbine || 2/3 (6/9) || 5/9 || 4/9 || 1/3 (3/9) || 2/9 (6/27) || 1/9 (3/27) |} **Conclusion: If you know you'll be facing 4+ armor (ork 'ardboys, pretty much anything with warrior in the name (Tau Fire, Necron, Tyranid and most of the Aspect kind)), pack your bags with Gauss Blasters. If not, Tesla Carbines not only won't let you down, but occasionally rock much harder than expected. **'''Note:''' This is taking into account a similar number of shots. Once the Gauss Blasters are within 12" of their target, Rapid Fire kicks in and they are categorically better than Tesla against all armour types. If you expect to get closer to your opponents (dropping from a Night Scythe, for example, or a forward Objective Capturing squad), Gauss eventually becomes the much better option. It's also capable of damaging AV 12+, unlike the Tesla, and, in the incredibly unlikely event GW puts out a model that's T9 or T10, the same applies. (Troll that Hierophant, or that Iron Arm-protected GUO...) **'''Note the Second:''' Gauss works on Overwatch but Tesla does not (i.e. you cannot trigger additional hits), so if you care, the Gauss weapon also clearly wins out there. **'''New codex note:''' Now that Immortals are less afraid of melee combat and Tesla guns can't scare fliers, Gauss guns pretty conclusively win out. Rapid fire is not to be discarded lightly, and Gauss/AP4 helps bully the foes Immortals really want to be shooting (vehicles and lighter infantry). Unless your battle plan calls for a minimum-size objective-holder, keep those double-barrel glowsticks.
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