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Warhammer 40,000/9th Edition Tactics/Necrons
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====C(r)ons==== *New Models are push-fit. The new hotness units in 9th like Skorpekh Destroyers are all push-fit, so you can't really do much about the posing either unless you want to go with the knife. **Most units have barely any toys to customize [[your dudes]]. *Army is very Synergy Heavy - lot of mental load getting things to work together. Lots of auras to remember, lots of layered rules. **Command Protocols does lots of cool stuff, but their order has to be picked in list creation and it's a lot of different effects. **Reanimation Protocols, another one, cool stuff, but lots of text and lots of different units buff it in various ways. **The Silent King is a nightmare of rules...with rules that are lost at various stages of how much damage he takes (and rules gotten back if you heal him). *Limited options on units and in unit types. **No Troops melee option. **No secondary weapons (like pistols or grenades) on most units. Even has a unit with pistols, but no other weapons. **No heavy weapons to embed in squads other than a single Heavy Destroyer in each Destroyer Squad, Destroyers already being fairly elite. This means that you have to take dedicated squads to get any real firepower, meaning your opponent can quickly take out all your anti-vehicle firepower if they have the right units. ***Str 5 ap2 shooting on troops, with command protocol option to increase AP by 1 on 6s...There's no dedicated anti-tank, but basic troops work just fine against tanks. At range, anyway. **Armour of Contempt's six month reign of terror was a brutal object lesson in just how dependent Necrons are on making AP-1 and AP-2 attacks stick and how screwed they are if the enemy has rules or stratagems that interfere with that. *No Psykers means the psychic phase "seems" really hurtful, especially since reanimation protocols doesn't trigger in the psychic phase. Compared to basic Space Marines, Necrons have similar access to psychic power denial/resistance through Gloom Prisms (deny 1/turn) (canoptek spyders and some of the big Forge world Canoptek), The Silent King (deny 1/turn) and the Szarekhan Dynasty (static 5+ ignore mortal wound, and 4+ deny stratagem). **Aside from focused fire removing whole units, necrons are pretty resistant to mortal wounds due to their impressive ability to heal damage. Every multi-wound model has Living Metal (heals every turn). Lots of options to get models back (such as resurrection orb). The "supposed" necron weakness to mortal wounds is more with regards to focused mortal wounds eliminating entire units. **The Silent King can be taken in any army due to the Dynastic Agent trait, and further grants access to the Szarekhan Dynasty stratagem (see errata/FAQ) to any army, regardless of their dynasty. **Compared to marines, most necron units are pretty cheap. *Army lacks high "reliable" high Damage options. With only a few exceptions, your maximum damage stat is 3 (without rolling randomly). Lots of D3 and D6 effects. The Silent King and Seraptek Heavy Construct have options for high flat damage, but just those. *Very "updated" faction. Make sure to check all the latest updates and Chapter Approved books, at the time of this edit Warzone Nephilim and the Q3 2022 Dataslate Update have given the Necrons some very needed discounts, buffs and updated mechanics.
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