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====Warlord Traits==== #Predictive Strategy - You may add or subtract 1 to any Reserve roll while the Warlord is alive. #Dust and Ashes - If your Warlord survives you gain an extra victory point. #Blood of Ancients - The Warlord must always issue and accept challenges, but for every IC he kills you gain an additional Victory Point. #Unbending Will - The Warlord and his unit may reroll for Reanimation Protocols while within 3" of an objective. #Fire of The Heavens - Every turn, a Vehicle or Artillery unit get +1 Strength on one of its weapons. #Death Incarnate - Crusader for the Warlord and his unit. *'''Tactics:''' In the book the Manyarkh Dynasty's strategy is described as super-aggressive short range engagements, with close air support to bomb everything back to the Precambrian era before ground troops swoop in and finish off whatever survived, and Stalkers/Sentinels and wing of Acanthrites to break strongpoints or outflank. (standard player opinion, too messy to edit, take with grain of salt): Alright, seriously, the two (three if you count the warlord traits) highlights of this list are the higher close combat proficiency and the new toys. Flayed Ones are by no means an exceptional unit but at least now they don't clog up an elite slot. Deep Strike and Infiltration don't work as well as in the codex list due to bigger squads, but you can still use them as choppy footslogging meatshields to complement or substitute the shooty footslogging meatshielding of Warriors. If you really want them to get some shit done, [[Clue|Kutlakh, with the Obsidiax, in the Flayed One blob]] can make them order of magnitude scarier, and probably will quite like the large amount of regenerating ablative wounds and supplementary attacks. The change to Overlords and Lords is mainly a fluffy one: Fear is relatively useless as always and most necrons units have low chances to fail a morale check or completely wipe out an enemy unit in assault, and 2/3 of the times it happens it does nothing. Charnel Lychguards are a nice upgrade, and most of the times you would have taken only one unit anyway. Flensing Scarabs are extremely cheap (half a point per model on a 20 strong squad) and will assure the users will inflict the maximum amount of wounds in their first fight; the obvious clients are Flayed Ones and Lychguards, but Immortals could use a little anti-assault deterrent. Or you could just ignore all of the above and go for the shiny new Forgeworld goodies, analyzed more in detail overhead. But since you could very well use them with a normal necron list, the only reason to play Dark Harvest sans Close Combat is the Warlord Traits, and seriously if you like random charts so much there's [[Warhammer 40,000/6th Edition Tactics/Chaos Daemons|this new codex here...]] (non-biased analysis): Forgeworld units CANNOT be taken with Decurion Detachment (as the Decurion is an army made of specific formations listed in the codex, none of which contain FW units). Further, the Dark Harvest can be used as an allied detachment alongside Necrons (normally something not allowed). This makes an allied Dark Harvest a means by which you can field FW units alongside a Decurion Detachment. Further, the Dark Harvest is built following a CAD formula, making it less confining than a Decurion. While FW units can be used in a standard CAD Necron army anyway, using the Dark Harvest allows use of the Maynarkh Warlord trait table if you like that one better (but will subsequently cut-off use of the Necron Codex unique characters / standard Overlords / Lords, and C'Tan Shards). Finally, the Dark Harvest allows Flayed Ones as a troop choice, giving this Necron Army a melee troop choice which all other Necron armies lack. While many players downplay these points, it is akin to taking one chapter of Space Marines over another: style choices and slight tactical differences.
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