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==Allies== Necrons don't particularly want to spend extra points on allies, but they can occasionally be useful. ===Battle Brothers=== None. Except yourself. ===Allies of Convenience=== *'''Tau''' - Shooting, cheap bodies and big nasty suits. Take a squad of Fire Warrriors as the compulsory Troop with a Cadre Fireblade as the HQ to get the most out of them via Volley Fire, then pick something from one of the other slots: mean ol' Riptides from Elites, slippery Seeker Missile-shooting Piranhas from Fast Attack, the magnificent XV88 Broadside from Heavy Support... whatever tickles your fancy. You already have pretty good shooting and much sturdier bodies on most everything, but Tau have plenty to offer you as long as they fill in the holes in your army rather than doing the same as your Necrons but lacking Reanimation Protocols. *'''Chaos Space Marines''' - Lots of overlapping stuff. Chaos Marines are lesser than your own Troops, but can bring Special and Heavy weapons, which Necrons can't anymore since losing 5th ed Royal courts. Cultists are cheap objective squatters, but a min squad of 5 Immortals is more durable than 10 Cultists. Everything else we have an equivalent version of or better version of, other than maybe Heldrakes and Daemon Princes. Still, they are the easiest way to get Psychic Dice and have some nasty psychic abilities. *'''Renegades and Heretics''' - Chaos Imperial Guard, more or less. A decent option. If you're running heavy vehicles, they can bring some of their own that are cheap and effective, like Hellhounds or Basilisks. AV Overload! They also have a lot of cheap bodies, same as Cultists but even less points. Can get some really good artillery options, which is something that Necrons lack overall. Better than CSM, that's for sure, and less overlap than Tau. Check if your meta allows Forge World (they should). *'''Dark Harvest Necrons''' - So crazy and homicidal that other Necron Dynasties avoid them, the IA 12 supplement (page 102) allows you to break the rules and use these Necrons as an allied detachment to your standard Necron army (or standard Necrons as an allied detachment to a Dark Harvest army). Used mainly for Flayed Ones as these guys use them as Troops instead of Elites, but also useful for fielding FW models alongside a Decurion on the cheap. ===Desperate Allies=== *'''Orks''' - Again - lots of bodies. But here, tougher and better in a fight. Making a green tide (not necessarily the formation) followed up by Necrons is a decent tactic, as is using kitted out Meganobz for 2+ armor and Powerklaws, sort of an alternative to Lychguard. Still, Necrons have a lot of really good assault options in this codex, so you don't necessarily need someone else to do it for you. ===Come the Apocalypse=== *'''Tyranids''' - If you want to bring them, you're probably bringing Flyrants. Which are good, but you should feel bad for doing this. *'''Eldar''' - Our age-old enemy brings Jetbike troops and Psychic power. That's not necessarily bad, but it's also nothing special. You need to dump a lot of points into them to get any of the "fun" stuff (Wave Serpent spam, Wraithknights). *'''Dark Eldar''' - Actually workable. Perfect Deep Striking means you don't need to be close, and you can bring a lot of special weapons that Necrons lack, like Meltas, Poison, and Lance weaponry. *'''Daemons''' - Lots of MCs, lots of Psychic Dice. You ''can'' take a small/cheap contingent of them, but to get any of the fun toys (Princes, Greater Daemons, Deathstars), you need to throw a lot of points into them. Pass. *'''Space Marine (and DA/SW/BA/GK)''' - You already have a lot of the same stuff. There are a few fun first-strike options here that Necrons don't get, though. Scouts give you snipers that can start shooting while the rest of your army is slogging across the battlefield or waiting to come from (deep strike) reserves. A pair of tactical squads in drop pods gives you a first turn set of immortal-equivalents already in the fray and a second set that will get to plant safely wherever, each for a total cost less than the Night Scythe you'd plant real Immortals with. If you're already in the area, the Stormraven is well worth the price of a Monolith with vastly superior mobility, firepower, and the ability to do anti air. Take Iron Hands chapter tactics, which gives a baby Reanimation Protocols to most Marines and It Will Not Die to vehicles in the detachment, and model them as alt-crons for luls and rage. (I suppose those would be MEq'crons.) *'''Imperial Guard''' - Why not play Renegades and Heretics? If your group doesn't allow Forge World, then this is a poor, poor substitute. *'''Knights''' - Well.... Knights are never a bad thing. Take three while you're at it. Necrons are ok missing points for cheap Superheavies. Bonus points if you combine AdLance with an Obelisk and troll your opponents with 24 Superheavy Hull Points, all of which can have Invuln saves.
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