Warhammer 40,000/10th Edition Tactics/Necrons

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This is the current 10th Edition's Necron tactics. 9th Edition Tactics are here.

Why Play Necrons

Faction Rules

  • Reanimation Protocols: Gone are the tests to resurrect, now you just recover d3 wounds each Command phase. Models with multiple wounds get those wounds back first, only rezzing models once every model in the squad has their max wounds.
    • This also counts as last edition's Living Metal rule, as this applies to all vehicles as well.

Detachments

Awakened Dynasty

Special Rules

  • Command Protocols: Units led by Characters get +1 to hit. Pretty basic.

Stratagems

  • Protocol of the Hungry Void (1 CP): One unit gets +1 to Strength when they fight. If a character is leading this unit, they also improve the AP of their weapons by 1.

Equipment

Unit Analysis

Characters

Epic Heroes

Battleline

  • Necron Warriors: Despite being an army that historically never needed to worry about morale, the Leadership of your most basic goons is now a rather mid 7+. Fortunately, their trademark aptitude for refusing to die remains in place as their Reanimation Protocols lets you raise d6 models (or d3+3 if you're on an objective) each Command phase.
    • Both the Gauss Flayer and Gauss Reaper gained the Lethal Hits rule, the Reapers get the benefit of both range and Rapid Fire 1 so it can keep up in firepower against the Flayer. It's not all ups for the Crons though, as both guns lost the Assault type so now you can't shoot them after advancing and both guns took a hit to AP, making the Reaper as effective than a bolter at S4 AP-.

Infantry

Monsters

Vehicles

  • Monolith: Toughness 14 makes them way tougher than before, capable of even shrugging off lascannons. As an improvement, the monolith can now deploy units from reserves or teleport units on the field to anywhere within 6" of it without needing to sit still, making it a much more usable deployment port. Its Death Ray took a major buff by getting S12 AP-4 D1+d6 with Sustained Hits d3. Its Portal of Exile also got a mixed change, getting a fixed 6 attacks but at AP-2.
    • The option between Particle Whips and Gauss Flux Arcs is a mix between reliability and weight of fire. The Flux Arcs are fixed at A3 S6 AP-1 with Lethal Hits for more effective critical hits and Rapid Fire 3 making it fire more up close. The Particle Whips throw a staggering A3d6 Blast with S8 AP-1 D2 and Devastating Wounds.
    • The damage track is a bit more significant to the monolith than it would to others. Once it reaches 7 wounds, not only does it take -1 to hit with all of its guns, but it also has its OC reduced from 8 to 4.

Dedicated Transports

  • Chaos Rhino:


<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

</tabs>