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==Necrons== ===Why Play Necrons=== *'''Pros''' **Necrons will be particularly rage-inducing to fight for factions that depend on taking enemies down fast, since every time Necrons make an Injury Roll to see if a unit goes out of action, there’s a chance that [[Troll|they’ll just be fully restored instead]]. This ability is even crazier when obscured, and within 1" of a model/terrain that is obscuring. This is a -1 to injury rolls against shooting and psychic powers (c.f. core rulebook p.32). This means the only way to kill an obscured Necron without flesh wounds via shooting or psychic attacks is to roll an unmodified 5. ***The Resurrection Orb commander tactic raises this durability to near-[[That Guy]] levels. Have your troll face ready. **With an Ld of 10 Necrons are virtually invulnerable to nerve tests. **No bogus restrictions on model counts. Want 6 Immortals? Go for it. *'''Cons''' **A Dearth of bodies. Most Necron kill teams will be 6-7 models. **With the exception of Flayed Ones, your team is largely mediocre in hand to hand combat, possessing no dedicated Melee Weapons outside of Flayer Claws. While you hit on a 3+ and have a Strength of 4 on most of your zombie robots, dedicated Melee Units (like the above Killer Clowns) will demolish you in hand to hand. **While Reanimation Protocols make Necrons stupidly resistant to high damage attacks,<s>we have absolutely zero access to any 2+ damage weapons of our own without commanders (or one extremely chancy stratagem)</s>,not anymore,now that lychguard are a thing for the price of 2 Flayed Ones we have one of the hardest hitter of KT,with 2W 2A and S5+2 -4AP 2D they cant be ignored by enemy in any way,they just have to be combat/zealot to stack 3A and maim everything. **Don't expect to rack up an impressive bodycount with your <s>killbots</s> fleshwoundbots. ===NEC Special Rules=== *'''Reanimation Protocol:''' Rolling an unmodified 6 on your Injury Rolls makes you all shiny and new. Your guy goes back to 1 wound remaining and ditches all flesh wounds that they may have. **Note that high-damage injury rolls have to use the highest result rolled, so you're actually more resistant to high damage attacks: If that d3 attack rolls a 1, a 5, and a 6 on the injury table, the other player '''must''' use the 6 result and heal you. ===NEC Faction Attributes=== *'''Sautekh - Relentless Advance:''' If they advance, your models may shoot as if their weapons were Assault weapons (eg. Rapid Fire 1 becomes Assault 1). *'''Mephrit - Solar Fury:''' When shooting an enemy that isn't at long range, the weapon's AP improves by 1. *'''Novokh - Awakened by Murder:''' You can re-roll failed hit rolls in the fight phase for attacks made with a model in your kill team if it charged, was charged, or made a pile-in move granted by the Heroic Intervention Commander Tactic in that battle round. *'''Nihilakh - Aggressively Territorial:''' Re-roll unmodified hit rolls of 1 in the shooting phase if the model has not moved this battle round. *'''Nephrekh - Translocation Beams:''' If a model in your kill team advances, you can re-roll the D6 to determine the increase to that model's movement. If a model advances, it can move across models and terrain as if they're not there. ===NEC Ranged Weapons=== *'''Gauss Blaster:''' 24" S5 AP-2 Rapid Fire 1. Very nice against MEQ and Plague Marines *'''Gauss Flayer:''' 24" S4 AP-1 Rapid Fire 1. *'''Synaptic Disintegrator:''' 24" S4 AP0 Rapid Fire 1. Ignores range penalties and deals a mortal wound on a modified 6+ to wound. Potentially useful for sniping models but needs buffs like the Sniper specialization and a supporting Comms specialist. **Alternate take: Don't get sucked in by the "ignores range penalties" note; these are '''not''' your sniping weapons. At 24" vs an obscured target, the Synaptic Disintegrator has a 50% chance to land one hit, and a 0% chance to land two. For one point more, the Tesla Carbine is S5 and has a 56% chance to land a hit on the same target, and a 31% chance to land three or more. The only reason to take a this over a Tesla Immortal is to run a Scout or Sniper specialist and even then you should be pushing them forward, not hanging back and sniping. Without access to Demolitions or any other way to modify wound rolls, the only way to trigger those mortal wounds more often is to get in rapid fire range and shoot more often. You paid for your Deathmarks' big boy armor, get in there and use it. *'''Tesla Carbine:''' 24" S5 AP0 Assault 2. Does 3 hits for every '''unmodified''' 6 to hit. *'''Particle caster:''' 12" S6 AP0 Pistol 1. Taken with Voidblades. *'''Rod of covenant:''' 12" S5 AP-3 Assault 1. *'''Gauss Reaper:''' Currently only announced, but presumably has the same stats as its bighammer counterpart., ===NEC Melee Weapons=== *'''Flayer Claws:''' Allows you to re-roll failed wound rolls *'''Warscythe:''' Lychguard and Overlord exclusive. S+2 AP-4 D2 (only multi-damage weapon Necrons get). Lychguard zealots will wound MEQs on 2s when charging with this weapon. *'''Hyperphase sword:''' Taken with dispersion shield on Lychguard. S+1 AP-3 *'''Voidblade:''' Power sword with extra attack on Praetorians. *'''Rod of covenant:''' Power sword for with shooting attack. Comes basic on Praetorians. ===NEC Units=== *'''Necron Warriors (Leader, Comms, Veteran):''' Basic troops that come with (only) a s4 -1ap bolter. They're nice for filling out your fire team but not much else. *'''Immortals (Leader, Comms, Veteran, Zealot):''' Elite troop that can take either a gauss blaster or tesla carbine. The gauss blaster is better for taking out armor but a few lucky rolls with the tesla will clear out hordes. High Level Zealot Immortals in cover are some of the toughest bastards in kill team, needing to be fleshwounded before even being vulnerable to death **Pariah gave them an extra point of Toughness and an extra attack in exchange for now costing 17pts instead of 16. The full extent to how this changes their value proposition isn't yet known. *'''Deathmarks (Leader, Comms, Scout, Sniper, Veteran):''' Mortal wound sniper plinkers. Synaptic disintegrators don't suffer the range modifiers and do a mortal wound if you roll 6+ to wound. Might have been nice with Demolitions specialist to trigger more often, instead they can take Scout to.... advance faster with their rapid fire sniper weapons. **Pariah bumped their T up to 5 and their BS down to 2+ and their points up to 16 - whether this is enough to make them useful isn't yet known but they couldn't be much worse. *'''Flayed Ones (Leader, Combat, Veteran, Zealot):''' Your only choppy boys, these guys have 3 chainsword equivalent attacks (4 with the Combat or Zealot specializations). Useful for objective holding or missions when you *must* kill something in combat. *'''Lychguard (Leader, Combat, Comms, Veteran, Zealot): '''At a cost of 20 points and with a glorious stat line of WS/BS 3+ S5 T5 W2 A2 Sv 3+ these guys are the true killer robots. Their default weapon costs nothing and gives them S +2 Ap -4 and D2 meaning these guys will rip through power armored units, primaris or otherwise wise, like a knife through butter. Run Zealot on one for that sweet strength 8 on the charge so you can hit Primaris on 3+ wound on 2+ and deny armor saves, ripping through both their wounds, all for 20 points. Grab a second one with combat for fun and have them run around the board threatening charges on anyone standing on an objective. You'll have no ability to shoot so position yourself to charge from cover, preferably without line of sight. They will either have to back off, letting you take the objective, or get stomped in melee. If. If you're only bringing 1 (though honestly 5 warriors and 2 lychguard is a great list, distract with the melee lads, while you're warriors shoot everything to death, run the -1 ap dynasty to deal with power armor targets) consider the strength of your enemy, strength 3 go combat, 4+ go zealot, Sisters will love a combat with 3 attacks wounding on 2+ and dealing D2 a piece. As the cheapest T5 model in the game (as far as I know) and with a solid 3+ and W2 your fairly robust and your opponent is going to throw special weapons at you. If you end up in melee you're probably safe, most stuff is going to be strength 4, wounding on 5+, up against scarier weapons you might see this drop to 4+ or maybe 3+ but by this point you will being tying up enemy units that cost more than you, so job well done as a distraction. By the time anyone is wounding on 2+ they're doubling your model cost and you've ruined their day. With the necessity of big scary models with equally scary weapons to get the needed strength and mulidamage, you're likely to kill your opponent through an aneurysm when they have to roll multiple fleshwound die and end up restoring you to full health (queue Trazyn trollface). Like all full metal skeletons you have one major enemy, plasma. While the overcharged plasma won't be as deadly to you as it is to your S4 warriors or to marines, it will still hurt. Plasma is actually scarier than melta to some degree because it's D2. Some more statistically inclined individuals have found that 2 dice is the optimal amount for killing Necrons when rolling fleshwounds, any more and you increase the risk of Reanimation Protical past the point of benefit. In other words if you want to fight guard with your space Tomb Kings, swap out your 20 point Lychguard for 2 10 point Flayed ones, you D2 attacks are sorta wasted on the puny humans anyway.''' *'''Triarch Praetorian (Leader, Combat, Comms, Veteran, Zealot):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> ====NEC Commanders==== *'''Necron Overlord (Commander):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> **'''Ankra the Colossus:''' An Overlord with a fancy unique specialism and a voidscythe. Still only has 3 attacks, and the voidscythe brings you down to WS 3+, but by the Silent King, what attacks they are! Sx2 means you are wounding ''Plague Marines'' on a 2+, AP-4 means armor saves are basically cancelled, and 3 damage means lots of injury dice to roll. ***'''Overlord Specialism:''' A unique specialty to Ankra, the grab bag of bonuses are focused on making him even more of a terror in melee. Points costs are for the Commander and its wargear, but not Commander Traits: ****'''Impenetrable (Lv1, 86 pts):''' Add 1 to this model's Toughness characteristic. That's T6 for an Overlord. You laughed at boltguns already, now even anti-MEQ weapons will have some trouble scoring wounds. Lasguns and other S3 weapons are now completely beneath your concern. Don't forget you still have Living Metal and Phase Shifter, too. ****'''Bloodthirsty (Lv2, 106 pts):''' Re-roll failed charges for this model. Ankra has no ranged capability and 5" movement, so anything that can get him stuck in faster is a good thing. The combination of two very strong traits from disparate specialism trees will usually make this the ideal level to field Ankra at. ****'''Vengeful (Lv3, 126 pts):''' Add 1 to Ankra's wound rolls for attacks in the Fight phase if he suffered any wounds earlier in the round. It's very fitting for the character, and a great way to punish gutsy pistol users, but with how easily you wound things already, it's overkill against anything with less than toughness 5, and still probably worse than re-rolling 1s to hit and wound a level 2 Melee Specialist would have gotten against those models. ****'''Ancient Strategist (Lv4, 151 pts):''' When you're on the battlefield and not shaken, you can roll a D6 each time an opponent uses a tactic, and get a Command Point on a 5+. Definitively solid, but with only 49 points to protect Ankra with, you'd better spend these extra CP to good effect. *'''Cryptek (Commander):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Royal Warden (Pariah) (Fortitude, Leadership, Logistics, Shooting, Strategist):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Technomancer (Pariah) (Fortitude, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Plasmancer (Pariah) (Fortitude, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Psychomancer (Pariah) (Fortitude, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> *'''Chronomancer (Pariah) (Fortitude, Logistics, Melee, Shooting, Strategist, Strength):''' <span style='color:red>'''[ADD YOUR OPINION HERE]'''</span> ===NEC Tactics=== *'''[Core] Mindshackle Scarabs (2CP):''' During the Shooting phase, pick an enemy unit within 6" of one your units and roll 2D6. If the result is higher than the enemy's leadership stat, you can immediately make a shooting attack with that unit as if it were one of yours. Always funny with Plasma Guns. Even funnier with Terminators or Crisis Battlesuits, if you're playing with Elites. *'''[Core] Overcharged Disintegration (2CP):''' If one of your units shoots a gauss flayer or gauss blaster, this improves the AP of the weapon by 1 until the end of the phase. A waste compared to Superior Inheritance, but if you're drowning in CP, it could be funny to combine the two. *'''[Core] Prime Reanimation Protocols (2CP):''' Lets you roll 2 dice for injury rolls and pick the lowest. Ironically, it makes you less likely to trigger regular Reanimation Protocols, and more likely to get Flesh Wounds (which will debilitate your Necrons, which while they're not dead might as well be with enough of them). Complete waste of CP in it's current state - wait for an FAQ. (A way to fix this would be by making it so that if one of the results is a 6, you choose it instead) *'''[Core] Targeting Routines (1CP):''' Adds 1 to to hit rolls against obscured models. Used to be able to trigger Tesla of 4+, now the FAQ has made it so they always trigger on unmodified 6. *'''[Core] Flensing Fury (1CP):''' For every modified 6+ to wound do one more point of damage. Useful against Tyranids. *'''[Core] Disruption Fields (1CP):''' Increase the strength of any model by one. Useful for killing MEQ and Death Guard with Flayed Ones. *'''[Scythe] Superior Inheritance (1CP):''' Use this tactic after a model from your kill team shoots with a gauss flayer or gauss blaster. That model can immediately shoot again with the same weapon. Far superior to a tactical re-roll when shooting a Gauss Weapon. *'''[Scythe/Elites] Resurrection Protocols (2CP):''' Use this tactic when your leader is slain. Instead of removing the model, place it on its side. At the end of the phase, roll a D6. On a 4+, the model is no longer slain: stand the model up again as close as possible to its previous position but more than 1" away from enemy model with 1 wound remaining. If a model is still on the battlefield at the end of the battle after having been resurrected in this way, it is not considered to have been taken out of action for victory points purposes. You can only use this tactic once per battle. *'''[Scythe/Elites] Deathless Ire (2CP):''' Use this tactic when a model from your kill team suffers a flesh wound as the result of an injury roll. It is shaken instead. *'''[Scythe/Elites] Assured Disintegration (1CP):''' Use this tactic before a {{W40kKeyword|DEATHMARK}} shoots. Until the end of the phase you may re-roll the dice to hit with that model. *'''[Scythe/Elites] Tireless Advance (1CP):''' Use this tactic at the start of the shooting phase. One model of your choice from your kill team becomes readied (even if it moved in the previous movement phase) and may shoot in this phase as if they had not moved in the movement phase. This tactic may not be used on a model that is within 1" of an enemy model. *'''[Scythe/Elites] Entropic Strike (1CP):''' Use this tactic when you choose a model in your kill team to fight in the fight phase. until the end of the phase, if this model's attacks reduce a target to 0 wounds, add 1 to the injury roll you make for that target. Horrifying with a Voidscythe. The target's 1-in-8 chance of surviving with a flesh wound drops to a despair-inducing 1-in-27! Watch as your Overlord deletes every model that lacks an invulnerable save. *'''[Elites] Hunters from Hyperspace (Reserve) (1CP):''' Use at the end of the movement phase, bring in up to 3 {{W40kKeyword|Deathmark}} models from reserves anywhere more than 5" from an enemy. *'''[Elites] Haunting Horrors (Reserve) (1CP):''' Use at the end of the movement phase, bring in up to 3 {{W40kKeyword|Flayed One}} models from reserves anywhere more than 5" from an enemy. *'''[Scythe] Grisly Trophies (2CP, Sector Imperialis):''' If your models are the only models on an Imperial Defence Line during the Morale Phase, all opponents with 4" of that IDL must add +1 to Nerve Tests. ===NEC Commander Tactics=== *'''[Ankra] Enduring Will (2 CP):''' Use at the start of the round if your {{W40kKeyword|Commander}} isn't shaken. Until the end of the round, it takes one less damage from each attack (minimum of 1, obviously). *'''[Ankra] Vendetta (1 CP):''' When you first add an {{W40kKeyword|Overlord}} to your team/command roster, you can pick a faction keyword. Then, use this tactic in the Fight phase to re-roll hit and wound rolls of 1 against enemies from that faction for that {{W40kKeyword|Overlord}}. Since your Overlord already has WS 2+ and will be wounding most things on a 3+ or better anyways, this makes for a handy "This thing dies ''NOW!''" button. *'''[Commanders] My Will Be Done (Aura) (2 CP):''' Use at the start of the round if you have a non-Shaken {{W40kKeyword|Overlord}}. It gains an aura that allows friendly models within 6" to add 1 to their advance, charge, and hit rolls. *'''[Commanders] Resurrection Orb (3 CP):''' Use at the end of the Morale phase if you have a non-Shaken {{W40kKeyword|Overlord}}. Select a friendly model that is Out of Action and roll a d6; on a 2+ it is revived with 1 wound and no flesh wounds and placed within 3" of the Overlord but no closer than 1" away from enemy models. *'''[Commanders] Technomancer (Aura) (1 CP):''' Use at the start of the round if you have a {{W40kKeyword|Cryptek}}. It gets an aura that lets friendly models within 6" ignore the hit penalty for one flesh wound. *'''[Commanders] Chronometron (Aura) (1 CP):''' Use at the start of the round if you have a {{W40kKeyword|Cryptek}}. If it's not shaken, it gets an aura that gives friendly models within 3" a 5++ invuln. ===NEC Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''NEC Strategies:''' <div class="mw-collapsible-content"> <strike>[[Metal Gear|Why won't you die!??]]</strike> <strike>[[Meme|REANIMATION PROTOCOLS, SON!!]]</strike> Ehem. The necrons are one of the most infuriating teams to fight against in Kill Team. They don't have the sheer firepower and long range of the Tau, the flexibility of the SM, AM and DE, the melee prowess of the Harlequin and the Orks. What they have, though, is resilience. They are pretty much the best defensive team in the game, in my opinion beating handily Death Guard in that regard. Why? Because they just won't die. Ever. Their Reanimation Protocols means that if they roll a flesh wound dice of 6+, they get restored to full power. This means that, if the unit has been soaking damage and has 3 flesh wounds already, one lucky roll of 6+ will restore it to full efficiency. Even better if your unit is in cover, giving the enemy only 1/6 chance to kill the unit, the same exact chance of restoring it to full health. Those turns and attacks you used to try and kill it? Completely wasted. That mortal wound you managed to inflict? Sucks to be you. Your psyker got an 11+ on their smite roll with 3 wounds? Yawn, better luck next time. This means a necron could suddenly be at full strength at the end of the match, when the enemy's remaining units are wounded or out of commission, giving you a massive advantage. Unlike the Disgustingly resilient rule, it's only 6+ in comparison to the nurglelite's 5+, but restoring a unit from the brink of death is a dick move that will stress the fuck out of your opponents. Also the necron's general leadership is 10, so forget about demoralizing them, they just won't back down unless they are really fucked up or most of your team is dead. In this analysis I'll talk about the necrons in vanilla Kill Team. If someone wants to update this with the commanders/elites stuff later, please do so. Offensively, the necrons have a lot of drawbacks. They have a lot of units to choose from, but their gear is extremely limited (no gunners here), and every model is expensive. It's possible to have a necron team of 5-7 units in a regular 100p match, and have your enemy outnumber you by a lot. This means you will need to know your units very well, and also try to analyze the enemy's list to make every unit of yours count. First, a bit more on the reanimation protocols. Your units don't have an invulnerable save, so with general 4+ save, they are slightly weaker than marines. Try to avoid plasma and anything with AP-3 or more, because that will send you immediately to the reanimation phase. Also, use and abuse covers as much as possible, that will double your chances of surviving. There's also the Prime Reanimation Protocols stratagem, which allows you to throw an additional dice roll for your injuries, applying the lowest result. While this can save you from a dreaded 5 or 4, this could mean that it will fuck up a perfectly valid 6, with the potential of killing you if both of your rolls are too high (can someone confirm this?) (if you roll a 4 and a 5 then yes, you're going to die. It's not the stratagem's fault, per se, but it didn't help you). Also, the Mindshackle Scarabs stratagem. It's really good. USE IT. Picking an enemy unit and making it shoot against their own team if fantastic. Pick the melta guy and evaporate their commander, or overcharge their plasma and have the chance of killing two units in one swipe. Though you won't be able to use it reliably against high leadership units. And now, let's analyze the units. First, there's the Necron Warrior. The basic grunt, the Necron Warrior is a rather decent unit, albeit somewhat overcosted in my opinion. Its Rapid Fire 1 gun is 24" S4 AP-1, better than a lasgun by a decent margin, and even better with BS3+, but it's otherwise overshadowed by the rest of the units. Only pick it up if you want a shooty team and you have leftover points, otherwise you'll choose the flayed one. The Immortal is your better infantry goon. The only one with actual gear choices, they are stat-wise identical to the Necron Warriors (they also have a 3+ armour save rather than 4+, bear that in mind). You are paying for the gun, keep in mind that. The Gauss Blaster is 24" Rapid Fire 1 S5 AP-2, which is good, but nothing spectacular. Tesla Carbines are 24" Assault 2 S5 AP0 with each hit roll of 6+ counting as 3 attacks. In my opinion, the Tesla are the better choice, but the Gauss Blaster should be considered against heavy armored units. The Overcharged Disintegration adds an extra AP to both of them, making them quite decent, but the stratagem is quite expensive. Considering the general lack of shooting power of the necrons, you are going to need them for regular engagements. The flayed one is your melee specialist, and your cheapest unit at 10p. A team of 10 flayed ones is a scary thought considering how tough they are. Though they are slow, so always run and charge whenever possible. The claws are a decent weapon, with A3 WS3+ S4 (or more if boosted) with the chance of re-rolling the failed hit rolls. The lack of AP hurts them quite a lot, and the strength boost of the Flensing Fury and Disruption Fields stratagems is something, but not too much (it's already S4 and it will pretty much always boosted with the Zealot specialism, so why bother another extra strength). I like to compare them to genestealers, because their function is basically the same: charge the enemy, throw as many attacks as possible at it, kill it, move on. The genestealer is better in this regard by being much faster and having access to multiple melee options, a 5++ save and the scout specialism. The flayed one has over it more reliable attacks thanks to the re-rolls and the chance of tanking pretty much everything through reanimation protocols, plus they can be zealots while the genestealers can't. Genestealers are MUCH better against MEQs considering their AP-3 option the Flayed One desperately wants. Also, keep in mind the Flayed One will be the most fragile unit in your team, on the basis that it always goes into melee, so no chance of avoiding its death on a 4 flesh wound roll. The point of this unit is to scare other units. Two flayed ones will annoy the enemy enough to focus fire upon them, leaving your other slow units to move closer to the objectives and blast them without danger. Alternatively, you could do it the other way around, using your shooting units to bait the enemy and attack them from behind with the Flayed Ones, but beware of flamers and units that can take a flesh wound and hit back, like marines. They are also great to blocking units that you don't want to perform at 100% performance: it won't shoot due to being in melee and will get a wound if you're lucky, so its performance will be compromised. Something that can be very annoying if you are lucky with the flesh rolls. Finally, the Deathmark, the sniper of the lot. And it's pretty much the worst sniper unit in the game that fits that role. A maximum of 24" for a sniper is ridiculously short, considering there are guns that outclass it for quite a lot of difference. The SM and AM's Sniper Rifle, the AdMech's Arquebus... Hell, you'll have the same range of many plasma users, and the sniper stratagem is considerably more useful on them than on you. With BS3+, you'll probably be shooting at units beyond half of your range, plus cover, so expect many BS5+ rolls. Rapid Fire is nice, especially with the chance of a mortal wound on 6+, but it's just not that good. Add to that it has S4 AP0 and you are struggling to hurt most things that are not guardsmen and orks. Skitarii have 4+ save, Marines have 3+, anti-sniper nids like genestealers have 5+(4+ with extended carapace)/5++, harlequins have 4++... So most of the time you're going to rely on that mortal wound more than you should. Overall, the toughness of the necrons are balanced by a severe lack of firepower, both in strength and in number of attacks. The enemy will probably outnumber you, so your best strategy is to get close to cover, slowly advance to the objectives, and focus your fire on one at a time. Slowly but surely you'll be able to wither them down, while your units suddenly get back up again. Don't get cocky, though, as accumulating wounds will weaken your units as well. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Necrons are slow as molasses and don't pack as quite a punch as it seems, so don't be afraid of them. You'll probably be faster than them, use that speed to outmaneuver them. Units with decent saves or invulnerables will have a decent chance of surviving their attacks considering the general lack of AP in their weaponry. Marines, Skitarii, Harlequines, SotA... Pick weapons of 1-2 attacks with high AP to reduce the chance of extra flesh rolls that could give you a 6. Also, about that pesky 6+. Use your superior mobility to attack them from the rear. Eliminate their cover advantage. Use the weapons that ignore obscuring. ATTACK THEM IN MELEE. Whatever in takes, that basically doubles the risk of death by 2. Also, while their general strength is 4, they can only hope to kill something in melee with the flayed one. Take advantage of that. A charge with something heavy will hurt them, having to either back off or counter with their basic attack. Weapons like power sword, power fists, harlequin melee stuff... If it is 3+ or more the better. Against the Flayed One, keep them running and shoot them, and they will fall eventually. A couple of specific suggestions: *Space Marines and Co. will use plasma and regular bolters. Bolters are cheap and shoot twice, while the plasma goes through their saves like butter. And in melee, pick your choice, really. Reivers are a good choice for melee due to their mobility and melee focus, plus the W2, something that could be nice in case of an emergency. *Imperial Guard will use the Plasma Spam, no doubt. They will have to be careful, though, as their low toughness and bad saves means they can't really take that much damage. And keep an eye on the Flayed One, you have nothing outside of Elites that can take a decent attack from one, even without AP attacks. You could also pick long range attacks, especially Reim. You just have to protect him from the flayed one. *Admech can choose the rangers for the Galvanic Rifle, though they should really go for plasma spam here. Plus, a Galvanic Rifle against particularly annoying units might be useful, considering it outranges the necroms by a lot. They are 4+/6++ so they could take quite a lot of damage and survive. Also, the Sicarians are great to deal with the Flayed ones, especially the Infiltrator power sword variety. Be wary of the counteratack, though, as T3 is not much, and even W2 are not enough against the flurry of attacks one Flayed One can throw at you. My suggestion? Get a Vanguard Alpha, charge with it first, and once they are locked, send the Infiltrator, the -1 penalty to toughness will be appreciated. *Custodes can take the punishment, really. Necrons may take longer than most to fall, but they will fall, especially in melee. Their lack of AP is their doom here. *Orks have to move fast and hide behind their cover or their gretchins. Reach melee, use high AP attacks, and watch as the most advanced species in the galaxy gets stomped by dumb mushrooms. But until then, hide and be fast, your toughness is laughable. Burnas may be a decent as well, considering they have less attacks than other flamers. *Harlequins are in their element here. Their clear CQC superiority and 4++ means they will have no problem getting into melee. Though the reanimation protocols can be annoying, considering how many attacks they can do. *Tau will just stay in their base and sit there shooting the metallic undead until they're down, necrons can't simply get to them. Maybe combine the list with something that could survive CQC for a while to try and stop the Flayed Ones. Also, don't be lazy, you'll have to move to get to the objectives as well, so something will have to come close to the necrons. Maybe combining their list with the Krootox, to stop the necrons in melee right on their tracks. *SotA will be able to just walk on a straight line and throw themselves in melee. The problem will be the negavolt's multiple attacks. Their lack of AP will stop most of them, though, so you won't have to worry much against having to throw many flesh wound dice. Plus, the mortal wound they have on the charge is nice. </div> </div> ===NEC Example Teams=== <div class="toccolours mw-collapsible mw-collapsed"> '''Standard Kill Teams''' <div class="mw-collapsible-content"> *7 models, 98 points **3 Gauss Immortals, one Leader and one Comms **2 Deathmarks, one Sniper **2 Flayed Ones, one Zealot The Comms Immortal supports your Deathmarks, especially your Sniper, so that it's easier for you to inflict those mortal wounds. The Flayed Ones assault anything that comes too close and shred it to pieces, thanks to that +1 to Strength and Attacks. *8 models, 100 points **1 Tessla Immortal, Leader **1 Gauss Immortal, Comms **2 Flayed Ones, one Combat and one Zealot **4 Warriors The Tessla Immortal's only job is to sit on an objective in the back and be a 3+ save - being the only model in your army that can throw two shots downrange at 24", and with Tessla triggering on an unmodified 6 per the errata, he ends up doing better at this job than your dedicated sniping units. As for the Flayed Ones, don'e expect them to rack up a body count against MEQs - between our lack of close combat AP, lack of multi-damage attacks, and the other guy's tactical re-rolls, there's just nothing we can do to get through 3+ armor. Focus instead on using those CP defensively to keep his guys tied up while the rest of your Warriors shamble 5" at a time towards objectives. Finally, if you're playing a campaign consider replacing one of the Immortals with a Scout Deathmark. Scout's nearly useless with a Rapid Fire weapon, and the MWs just aren't reliable enough to make the Synaptic Disintegrator worth trading in either a Gauss Blaster or a Tessla Carbine. But a level 2 Scout with Pathfinder can save you from losing before deployment - if you roll up a Terror Tactics mission against the Eldar without him, you'd be better off just forfeiting on the spot and spending the next two hours in a bar instead. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Commanders Kill Teams''' <div class="mw-collapsible-content"> ''For When Commanders Cost Points'' ''For When Commanders Cost Nothing'' </div> </div>
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