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===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.
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