story is one of an ancient betrayal. Aeons ago, the Necrontyr race clung to
their short lives in fear of oblivion at the hands of their massive and
ravaging star. They pushed the limits of science in an effort to lengthen
their lives, but to no avail. Then, the star gods known as the C'tan were
discovered, offering immortality at a terrible price.
agreed, and their souls were encased in living metal bodies. What they did not
know was that the process dulled their minds and senses so they became slaves of
the C'tan. The C'tan needed warrior-slaves to harvest the life forms of the
galaxy so the star gods can feast on souls, and the C'tan's new Necrons served
this purpose well.
After life across
the galaxy ran thin millions of years ago, the Necrons went into stasis, waiting
for life to grow back. Now, in the 41st millennium, they have found a galaxy
teeming with life again.
In combat, the
Necrons are unyielding war machines that bring swift death to their prey. Armed
with gauss weapons that strip an opponent's molecules one layer at a time, the
Necrons have fierce firepower. Also, they have a remarkable ability to repair
themselves, a special rule known as We'll Be Back! This gives the Necrons
incredible staying power in a battle, which makes them an enemy dreaded by all
races in the world of Warhammer 40,000."
From the Games Workshop
The plan behind this army was to collect an
entire Force Organization Chart. I was well on my way, and I believe I'm only
short 5 Pariah and a few boxes of warriors. Unfortunately, this army was loaned out and I'm waiting for it
to be returned.
The thing I like about the Necrons is their lack
of options. Most players consider this to be a short-coming with the army. It
gets labeled a beginners army because there isn't a lot to know about them and
their tactics are considered simple. However true this may be, winning with a
Necron army is against players who have faced them before is anything but
simple. Their lack of wargear and options means that you a at a disadvantage
when it comes to tailoring your list to defeat specific opponents. Your overall
strengths are balanced by the high cost of your units and the Phase Out Rule.
The end result being, winning consistently with the Necrons is always a
challenge. With the introduction of the Fourth Edition rule set, this has become
even more true.
There are only two choices available to lead a
Necron army; the Lord or the CíTan. Of the two, the Lord is the most flexible
and cost effective choice.
Itís best to take two Lords, and since they are
the only ones in the army that can select from the Necron wargear, tool them up
as much as possible.
The Necrons have some outstanding wargear to
choose from and itís best to experiment with combinations and become familiar
with how each piece performs against the different armies.
The War Scythe upgrade : This upgrades your
Staff to a Scythe. The Scythe is particularly useful against those pesky Chaos
Lords, Deamons, and tanks. Upgrading the Staff on a Destroyer Lord and hunting
down such nastiness can be fun.
Chronometron : This device allows you to
potentially advance or fallback more quickly. Iíve not found this to be
particularly effective, and with the new assault rules, even less so.
Destroyer Body : Mounting your Lord on a
Destroyer body is never a bad idea. He cannot be insta-killed by strength 10
weapons, move like a bike, and can join units of Destroyers. This is a good
choice for a Lord.
Disruption Field : This is only useful if you
plan to run your Lord into a lot of vehicles. But in that case, youíre better
off with the Scythe upgrade.
Gaze of Flame : The Gaze is most effective
against armies designed to assault you (e.g. Orks, Tyrannids, and Blood Angels.)
It can be very effective as it nullifies the assault bonus and decreases the
enemies leadership. The Gaze works well with a Lord joined by Pariah.
Lightning Field : Another good choice when
facing an army designed to assault you. Remember, it includes wounds caused on
the unit the Lord has joined as well as the Lord.
Nightmare Shroud : This particular piece of
equipment can really be useful for armies that line up on the back if the board.
See the Dirty Tricks section below, but suffice to say, forcing a fallback right
off the board can really cripple armies like the Tau and Imperial Guard.
Phase Shifter : A 4+ Invulnerable save is never
a bad thing, especially against marines.
Phylactery : This one can keep your Lord around
for a while. However, its ultimate usefulness is really dependant on how often
your Lord dies.
Resurrection Orb : This is really a game saver.
Everyone takes one and thereís a reason. Everyone playing against Necrons
complains that everyone takes one, but thatís because they are incredibly
Solar Pulse : Not a fan of this one and have
nothing constructive to say about it.
Veil of Darkness : Probably the second best
piece of wargear in the list. The nice thing is you can use it with the
Resurrection Orb on the same Lord.
Pariahs are rather expensive, but if youíre
facing an Eldar Seer Council, theyíre a great unit to Deep Strike with. They
also make a good bodyguard for a Lord.
The Immortals are very tough. This means theyíre
difficult to insta-kill. This makes them one of the best units in the game.
Definitely take them. Their assault weapons mean they can move/fire and assault
as well. Thereís really no downside to them.
The Flayed Ones have quite a few uses. Deep
Striking them into a Devastator unit is always worth a laugh. They can also
force armies that deploy on the very edge of the board to flee combat on turn
Warriors are your only troop type. They are very
adequate troops and itís best to take as many as you can to prevent Phase Out.
Wraiths are very effective in Close Combat. In
fact, they are only effective in combat and are capable of handling lots of
enemies at once.
Destroyers make good tank hunters. Their 3 shots
per turn can lay down a lot of fire to protect your advancing warriors, and
their 12Ē move means they can get to where they need to be very quickly.
Necron Scarab Swarms
Scarabs have some very useful rules. They arenít
the strongest unit in your army, but they can take out tanks. They arenít the
best fighters, but they can tie up enemy units for quite a while. They can Deep
Strike near your enemies biggest threats, and are fearless.
Necron Tomb Spiders
Tomb Spiders can prevent Phase Out by repairing
fallen warriors. Itís a good idea to keep one close by your warriors. They can
also have a Particle Projector which can aide in the shooting phase. Necron Tomb
Spiders can also make Scarabs. These can then be used to further protect your
warriors. All in all, they arenít a bad unit to include in the army, although
they really arenít Heavy Support.
Necron Heavy Destroyers
Heavy Destroyers are marine killers. They move
like a bike which increases their effective range, and allow you to deploy in
one area, and get to where they need to be relatively quickly. Theyíre expensive
though, resurrecting them can be a problem. Itís best to use them as a single
unit, let them absorb any fire and not worry about keeping them around, as long
as theyíve achieved their purpose.
The Monolith is practically indestructible. It
will command a significant area around it for the entire game. However, itís
fairly slow. Move it into a strategic position on the board and it will control
that position. Because of the Living Metal, there isnít a lot in the game that
can damage it.
The Ponderous rule attempts to even out the
power of the Monolith by limiting its range of movement. Thatís why itís
important to know where it needs to be, deploy it there or nearby, and get it
into position as quickly as possible. As an aside, Monoliths are allowed to Deep
Strike onto enemy units so donít worry about Deep Striking it into the middle of
Dirty Necron Trick
The trick described here isnít for everyone, and
certainly not every game. It has its uses though.
It all begins with a standard deployment where
your front line s comprised of Warriors and Immortals, flanked by Fast Attack.
Your Lord with the Veil of Darkness is placed on the back of the board with a
unit you intend to use. The best unit to take is completely dependant upon the
enemy youíre facing and your target. Still, the trick remains the same. Use the
Lord with the Gaze of Flame and Veil to teleport your chosen unit right into the
thick of the enemy (where it will do the most damage.) The Gaze will force all
enemies within 12Ē to take a leadership test or fallback, the unit you brought
with you should then take over. Itís best to remain in combat through the turn
so you donít get shot to bits. Once youíve disrupted that portion of the enemies
line, teleport to another area on the next turn. Repeat this process as long as
Bringing in your Flayed Ones and Monolith
through Deep Strike can really mess with your opponent and have the enemy
reeling from turn one on.