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=== 5th and 6th Edition === [[File:Black crusade by yogh art-d5bqzc8.jpg|thumb|400px|left|Egyptians vs Egyptians: One are slaves to an [[Tzeentch|evil god]], other are [[C'tan|enslaving evil gods]].]] In 5th Edition, due to the new Armour Penetration rules, Necron Warriors could still harass, stun-lock, and annoy all vehicles, but were much less able to gun down a heavy like a Predator Tank or [[Vindicator]] with simple massed Warrior fire, to the delight of non-Necron players everywhere. Massed fire from Necron Warriors ''can'' still kill a heavy vehicle, but it will take a veritable barrage of shots to do so now, making it a bit less likely that players can spam the shit out of warrior squads and come away triumphant. A smart NewCron player learns to not over-rely on Warriors now, using backup from a mix of Scarabs, Doomsday Arks, Barge Lords, Wraiths, and Harbingers of Destruction in order to pack quality anti-vehicle options. However in 6th (due to 6th Edition's change with rapid fire rule and vehicle hull points), Necrons are back to fucking tanks in the junk. Yes, a block of 20 Necron Warriors will wreck a Land Raider in one turn, hands down, every day of the week, though they need to be within 12" for that to happen so they can rapid fire it (otherwise it only loses 2 Hull Points), and if you are that fucking stupid (12" is melta range for everyone else) you are going to lose your Raider regardless of who you are playing against. [[Image:1227797058418.jpg|thumb|right|''5th Edition'' wrecked their shit.]] The Necrons in 6th are still a very powerful and dangerous force. Due to VERY limited flyer defense and being able to take fliers as dedicated transports, their fliers ended up being insanely overpowered (though once everyone got reasonable AA defense that wasn't an issue) and thanks to the overall buff to shooting, the Necrons are very high tier in codex power. Now the Necron army is all about synergy, with Overlords, Lords and Crypteks strategically placed in shooty units, and melee options like Lychguard and the infuriatingly tough-to-kill Wraiths. They also have somewhat useful Monstrous Creatures of sorts in the form of Canoptek Spyders and C'tan Shards. Necron warriors are fairly reliable troops with near-Marine stats and a 4+ save, though they essentially have a delayed 5+ Feel No Pain Save with their "'''Reanimation Protocols'''" rule (4+ with a Resurrection Orb in the unit). Immortals are pretty much Space Marine equivalents. The infamous [[Monolith]] is easily the most recognizable unit that the Necrons possess. It has 14 armour on each side (and thus no vulnerable spots), a main weapon that cannot be disabled with a "weapon destroyed" result and the ability to teleport your troops out of harm's way (or into it if you're badass). The Monolith is no longer the nigh invulnerable mountain of rape it used to be, as it can no longer ignore the Melta special rule, and the Monolith's combat performance is outstripped by several of their new vehicles. This means the once proud 'Lith has been relegated to Apocalypse battles. Good job, [[Matt Ward]]. Necron infantry are generally slow moving, hard hitting, much like the Space Marines, if the Space Marine infantry units had Feel No Pain as part of their base rules and they forgot to take drop pods or transport vehicles. The Necrons back this with annoying deep-strikers and fast-moving units that are designed to support the main advance. There is nothing - I repeat - NOTHING, scarier than a Necron player with almost-cheating luck. But they all look like skellingtons and some of them wear the meat of their victims, they're MEANT to be scary.
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