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===Troops=== '''[[Image:Immortal with Gauss Blaster.jpg|175px|right|]] [[Necron Immortal|Necron Immortals]] - {{W40kKeyword|CORE}}:''' These used to be the elite version of Necron Warriors, and they look as if they should be (+1 to their save, toughness 5, 2 Attacks, and better weapons), but Necron Immortals are actually the cheap necron troops option because they have a smaller squad size minimum. Best unit to take if you just don't want to take troops, both in terms of models to buy/paint and in terms of points/power level **Both the tesla and the gauss weapons are S5 roughly 2 shots (tesla is assault 2 and gauss is rapid 1), so the weapon variants really depend on intended movement plan (gauss has +6" range and tesla is assault). Tesla has no AP, but more hits per shot mechanic, while gauss has ap2. *** A̵r̵m̵o̵u̵r̵ ̵o̵f̵ ̵C̵o̵n̵t̵e̵m̵p̵t̵ ̵n̵e̵r̵f̵s̵ ̵t̵h̵e̵ ̵G̵a̵u̵s̵s̵ ̵A̵P̵.̵ Armor of Contempt is gone! *Ghost Ark Dedicated transport cannot transport these, only characters and Necron Warriors, so despite the smaller unit size making these ideal for that, no option there. '''[[Image:Necron_Warrior.jpg|175px|right|]] [[Necron Warrior|Necron Warriors]] - {{W40kKeyword|CORE}}:''' Our basic Infantry model. If you're using them you're usually better off taking them as 20-man blobs since '''Reanimation Protocols''' are more effective the more models there are in the unit, but this leaves you open to Blast weapons and they may hurt you bad against armies with lots of Blast weapons, morale is less of an issue in this edition, and you can always pick the Warlord Trait that mitigates combat attrition. AP could have its own article, but the TL;DR the new update has made so your warriors will struggle against SM, CSM, and Sororitas due Armor of Contempt, so you may need to invest in Stratagems such as Relentless Onslaught and Disintegrator Capacitators to actually hurt the enemy. Warriors take 50% more wounds compared to Immortals against things like Bolters and Lasguns, but their worse armour isn't such a big deal against things like plasma or earthshaker cannons, the armor difference actually makes no difference against things with an AP of -2 or better when accompanied by a Chronomancer since they will both have a 5+ Sv. Warriors are the best troops choice against high-AP low armor units like Bloodletters, Genestealers, and Harlequins, Gauss Immortals are the best troops choice against low-AP high armor units like Space Marines or Immortals, Tesla Immortals are good against low-AP low armor units like Orks or Guardsmen. The Gauss Reapers have now been added to the Warrior's arsenal, with half the range of the base flayer, providing 2 assault S5 AP-2 and making your warriors into short-range Immortals. Here's the issue: Blast Weapons become even more of a hazard because you can't comfortably shoot away from the shorter-range weapons. While the AP-2 lets you blow up TEQs and MEQs way more effectively, you'll be paying for it with the lives of more grunts. Warriors also have the ability 'Their Number is Legion', allowing them to re-roll Reanimation Protocol rolls of 1. This is the best line infantry in the game, point for point nothing is more killy or resistant than the humble warrior. The vast array of heroes that can provide support to this unit makes it also one of the most versatile units, providing both a lot of resistance and some super punishing offense. Lords and overlords turn them into the most accurate shooters in the game, reanimators, technomancers and chronomancers make them incredibly tough, Monoliths make them mobile thanks to the interdimensional corridor, and finally, the humble Royal Warden turns them into a unit with no actual weakness, since the only real way to stop the tide is by locking them in CQC, something the warden can help avoid, or require incredible amounts of firepower, but then again, do notice they will need to be supported, while strong, you will get the best of them when understanding how other units can interact with them. :{| class="mw-collapsible mw-collapsed wikitable" ! Gauss Flayer vs Gauss Reapers Mathhammer (Efficacity per shot on T4) |- | Armor Value || 6+ || 5+ || 4+ || 3+ || 2+ |- | Gauss Flayer || 33% || 27% || 22% || 16% || 11% |- | Gauss Flayer<br>w/ ''My Wil Be Done'' & Lord wound reroll || 48% || 40% || 32% || 24% || 16% |- | Gauss Reapers || 44% || 44% || 37% || 29% || 22% |}
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