Warhammer 40,000/Tactics/Necrons(7E)

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This is the latest Edition's tactics. 6th Edition Tactics are here. The Old Codex is here also.

Why Play Necrons[edit]

Necrons are effectively tomb kings in space. Undead zombie robots with a somewhat egyptian flavour and a reasonably unique style (by GW standards anyway) What is not to love about them? Oh, and they aren't Marines. Honestly. Ignore their WS/BS/S/T 4 statline, their S4 AP5 Rapid Fire guns, and their 4+ armor saves, they totally aren't Marines (anymore, though Immortals do have a 3+ armor save).

It got an update in 5th Edition by Matt Ward himself, and yes, it meant that you could once turn your necron army into rape train with no brakes in order to win using no skill. Though if you do not abuse their flyer spammability (the only completely broken thing in this codex), Necrons would be well balanced and challenging army, highly reliant on different battlefield cheating rules. Where do we start? Well, you never have to think about the words "Phase Out" ever again... And holy shit! They have vehicles other than the Monolith! Necron Wraiths are gone, replaced by Canoptek Wraiths, which look like the old Wraiths mixed with Tomb Spyders, and Pariahs are gone too (but you could still use your old Pariah models as Lychguard, since Lychguard also have Warscythes).

Necron mobility is another easily-underestimated point available to catch unwary foes off-guard. Between 20-man warrior blobs that can teleport across the board (without scatter if the Zahndrekh-Obyron combo gets rolling) to fast Annihilation Barges and Wraiths to the quickest transport in the entire game, the Necrons have lots of options to throw off the 'slow-moving gunline' assumption many players label them with. Many of these movement options allow unpredictable and unique ways to slip past your opponents or redeploy mid-game (including the famous Monolith's deep-strike-dimensional-corridor combo), leaving half an enemy army with no targets while simultaneously stepping in to deliver a killing blow to the other half.

And let's not forget that the Necron models look really nice, you won't get hateful glares from most players like those who use some of Matt Ward's other armies, you have enough unit variety to pull off pretty much any style of play you want, your army only has one dead weight unit, the flayed ones, unlike certain other armies. Pretty much every unit can find a use in any army build without having to sink a ludicrous amount of points into them. Except for Flayed Ones. Everyone hates them.

You have some of the nastiest HQ and Elite units in the entire game (a kitted out Necron Overlord or Destroyer Lord has an advantage over most of the generic HQ units in the game), your special characters are all very nifty, and you have not one, but two Abaddon-esque close combat monsters with a fighting chance to rip off the Swarmlord's head and shit down its neck (or even forcing him to cut it off himself). Times are good for the zombiebots. Pretty much the only thing you lack is a close combat oriented troop choice. But you have so many absurdly deadly melee units in most other sections that this may not even matter. And you can still troll mech armies with Gauss rules, tearing off their hull points, at which point your now numerous anti-armor units can simply just walk up, say "problem, commander?" and finish the job.

And unlike some armies you don't have any excess amount of trouble with any specific kind of army whether they be mechanized or foot slogging; few and elite or numerous and blobby; shooty or choppy, you can handle them all without too much trouble.

And you still hold the title of "most easily painted army ever."

Also for players that really do love to crush other peoples hopes and dreams. Necrons have the largest number of troll-tastic units out of any of the currently of released codices. Shooting your enemies with their own vehicles, killing whole hordes with a single punch from a special character who CAN NOT DIE, and potentially killing 1/6th of the enemy's army on their first movement phase. When you absolutely positively must troll rape your opponent, accept no substitute. Playing Necrons is likely to make you lose friends, or get your gaming table flipped in great frustration by an angry opponent.

As of 2015, the Necrons have been brought in line with the other recent Codices and now has its 7th Edition update. It's revamped the Reanimation protocols, gave us a consolation prize for suffering through the enemy Psychic phase with C'Tan Powers which the Super-Heavy Tesseract Vault can use. We've lost some trolling abilities (Why are you hitting yourself? Scarabs comes to mind). Only time and lots of gameplay will tell if it is still a solid army to play.

What Did 7th Bring For 'Crons?[edit]

A lot. On the plus side:

  • The changes to Jink made the majority of Necron vehicles a hell of a lot more resilient, with a 4+ cover save for all flyers and skimmers except the Monolith. Normally jinking would be detrimental to a vehicles firing, as it forces all shots to be done with snap firing. However, most of the vehicles using it won't really care (Annihilation Barges only take a minor hit in effectiveness, if a Ghost Ark jinks the passengers can still shoot at full BS, and shooting isn't the part you care about on Command Barges). As a result, AV13 Wall army builds have become quite popular.
  • Speaking of the death pyramid, the Monolith got a minor buff thanks to AV14 being that much harder to pop... still not enough to make it viable, though (seriously... do you not actually play crons? the tactical uses for the monolith alone in 7th are amazing... and yet somehow the monolith is less useful than a 285 point HQ that is easily 1 shotted by anything in melee range.) A single Ordinance shot and some mediocre snap shooting per turn is not as useful as you think (then again it is pretty much the only ordnance blast you are going to get and the fact it can snap fire at bascially everything, also with greater durability it could give the thing more opportunity to use its true ultimate weapon that big scary portal for sucking up other scary MC's and infantry and teleporting in helpful things; like wraiths, lots of wraiths).
  • The Ghost Ark got a huge buff. Not only does it benefit from the above mentioned improved jink save, but it has become super scoring, thanks to Objective Secured. With AV13 and 4 hull points, they're quite difficult to get rid of for most armies who aren't bringing dedicated anti-tank measures.
  • The real star of this update is the Catacomb Command Barge. On one hand, it got a nerf in the sense that it is now restricted to only the Overlord (also, Chariots and their riders are now considered one model, so no more getting out of his ride). But on the other hand, if you stick your Overlord in this thing, he's going to be an utter bitch for your opponent to deal with. If properly tooled up (Warscythe, Mindshackle Scarabs, Sempiternal Weave, Phase Shifter, and an optional Resurrection Orb) he will have complete protection from all shots S4 or less, as he can elect to have the Barge's AV13 take the brunt. All shots that might harm the Barge (high strength/low AP), he can elect to take on the Phase Shifter's 3++ inv save. The only thing he really has to worry about is close combat, as the attacker can choose to hit either the Barge or the Overlord, and most units with Melta/Powerfists/Haywire are going to go for the vulnerable armor.
  • Reanimation Protocols now act like a Fantasy ward save - for each unsaved wound a model suffers, it immediately makes a roll to negate the wound. This even works against attacks that say 'no saves of any kind' may be taken. Any Instant Death wounds lower the result of your die by 1, and it can't be taken against Destroyer weapons or attacks that state the model is removed from play.

Basically, 7th made this already strong army stronger. If that wasn't enough to excite your ancient circuits, new formations are inbound fresh from the Tomb World.

Also, the Necrons got their 7th Edition Codex update. The page will be updated as more info comes in. [1]

Warlord Traits[edit]

  1. Enduring Will - Eternal Warrior. It doesn't spread to your tin men, but it does make your Warlord a tough force to remove with missiles. Orikan and Trazyn get this.
  2. Eternal Madness - Zealot. It at least makes the Warlord a little better at assault, but at I2, you best not be pushing your luck. Zandrekh begins with this.
  3. Immortal Hubris - Your Warlord and any friendly Crons within 12" re-roll all Fear, Morale, and Pinning tests. This goes pretty well alongside your Reanimation Protocols. Szeras gets this.
  4. Hyperlogical Strategist - You can now add or subtract 1 from all Reserves and Seize rolls. Pretty good for a Cronssant-heavy force or one relying on Flayed Ones or Destroyers.
  5. Implacable Conqueror - Fellow Necrons within 12" of the Warlord now all have Relentless and Crusader. Enjoy your double-tap Gauss and Tesla now! Anrakyr gets this.
  6. Honourable Combatant - Your Warlord must now issue/accept challenges, and nobody but Obyron can intercept him. On the other hand, if your enemy ever refuses a challenge, then you gain Hatred for the rest of the game. Just pray you're not on the same table as a CSM player, because he will strangle you for this.

Fighter Aces[edit]

In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable).

  1. Firing Protocols - +1 BS. Pretty nice grab.
  2. Repair Subroutines - IWND. This is a real cool take on a flyer meant for the fighting.
  3. Resurrection Vessel - Fellow Necrons within 12" gain +1 to Reanimation rolls, to a max of...4+. Seriously, it allows you to move a Res Orb around the table. Rather than buying a Lord or Overlord with a Res Orb for every squad (expensive), you can zip in a Resurrection Scythe to a unit under heavy fire, and then to the next one next turn.
    1. Quick point here: What do the resurrection protocols of Flayed Ones, Praetorians, Destroyers, Deathmarks, and Tomb Blades have in common? That's right, no resurrection orbs. Because of deployment formats, movement options, or small unit sizes, it's infeasible to equip these squads with the 4+ reanimation large warrior blobs enjoy. Giving this ability to a scythe or two might seem expensive, but if you're the type that can plan a move or two in advance it's quite possible to cheaply boost the durability of several squads. In many cases it won't be worth it, but a cheaply supported horde of maynarkh flayed ones or a mainline army of deathmarks could prove surprisingly effective under the right conditions.


  • Staff of Light - The stock weapon of the Lords, it's an S5 AP3 gun with Assault 3. It's the one thing your Lord should rely on unless you expect combat.
  • Tachyon Arrow - A single-use 120" S10 AP1 shooting attack (Tau beware, we have even better guns). Kind of expensive, but could be somewhat useful if you're lacking Anti-Tank. Pro-tip: If you take this, put your Overlord in a squad with a Chronometron bearing Cryptek for protection.
  • Gauntlet of Fire - It's a flamer, and just a flamer. It's also kinda not worth it for 10 points.
  • Gauss Weapons: This type of weapon always glances on a 6 when rolling to pen and will instantly cause a wound on a 6 to-wound. So back in 5th ed, even your basic Warriors could cause weapon destroyed or immobilized results on ANY vehicle. Yes even a Landraider! But then 6th came along and turned it up a notch. Due to the new hullpoints system, glancing hits strip off hp's without rolling on the damage result table. But who cares! With some mathhammer, here's what a full Necron Warrior unit can do to a Landraider: 20 shots fired at BS4 means 13 hits. Rolling to pen needing a 6, 2 glancing hits. This means a Landraider is down to half it's life in one round of shooting.(For bonus points take Nemesor Zandrekh and give the unit tank hunter, with Lady Luck on your side you will be oneshotting land raiders)
    • Gauss Flayer - The basic gun of the Warrior, it's a bolter that can glance tanks.
    • Gauss Blaster - It's a Gauss Flayer with S5 AP4. Keep it on Immortals in most cases.
    • Gauss Flayer Array - It's 5 Gauss Flayer slapped together, and it can fire at a different target to that of the rest of the vehicle's guns. The chief anti-armor weapon of the Monolith.
    • Gauss Flux Array - 24" S5 AP4, but Heavy 3 and can fire at a separate target.
    • Gauss Cannon - 24" S5 AP3 gun with Heavy 2, mounted on your Catacomb. It's useful for wiping
    • Heavy Gauss Cannon - 36" worth of S9 AP2 Gauss Goodness, though it's only 1 shot.
  • Particle Weapons:
    • Particle Caster - S6 AP5 worth of pistolly HAX. Yes, that is pretty much true, you are instagibbing Eldar with a FUCKING PISTOL.
    • Particle Beamer - A 24" S6 AP5 Heavy 1 weapon with Blast.
    • Particle Shredder - A bigger Particle Beamer, this can drop S7 AP4 Large Blasts in the same range.
    • Particle Whip - The classic weapon of the Monolith, this is a 36" S8 AP3 Large Blast of Ordinance.
  • Tesla Weapons: Where the Gauss is loved for its potential in devastating tough enemies, the Tesla is loved for its ability to lay down lots of hurt. See, the Tesla rule grants a 6 to-hit two additional hits so long as it's not a Snap Shot. This means that a good roll can lead to a squad of Guardsmen being easily eradicated or a mob of Guants being chopped in half without thinking. The issue is that all Tesla Weapons are AP-, meaning that anything with a halfway reliable save can easily circumvent that and kill the fool that shot.
    • Tesla Carbine - A 24" S5 AP- Assault 1 gun. This is the tool of Immortals meant to kill mobs.
    • Tesla Cannon - A Tesla Carbine with S6 and Heavy 2.
    • Tesla Destructor - A Tesla Cannon with S7 and Heavy 4.
    • Tesla Sphere - A Tesla Destructor with a bonus shot. That's it.
  • Heat Ray - The Triarch Stalker's chief weapon of doom, it's either a Heavy Flamer (and it actually is Heavy 1), or two Heavy 24" Meltagun shots. Either way, trolltastic.

Melee Weapons[edit]

  • Flayer Claw - S User AP5 Melee, Shred.
  • Hyperphase Sword - It's a power sword. Seriously, there's nothing to see here. You don't even earn back points for this.
  • Voidblade - AP4 Rending and Entropic Strike (Essentially Gauss in melee form)... but look, what have I been telling you about all the other close combat weapons? Just scroll down one more.
  • Warscythe - Now we're talking. New default in 7th, you get a Two-Handed S7 AP2 melee weapon (Not quite- you get a +2 on the model's strength, which usually resolves as S7 anyway) with Armourbane. Anything that you move into base contact with will be cut to ribbons as long as the Overlord survives until his own initiative step. Unless you're playing a purely casual game, don't take any other CCW.

Technoarcana (Special-Issue Wargear)[edit]

  • Chronometron - A 5++ against shooting.
  • Dispersion Shield - A Necron-flavour Storm Shield. Sadly, you can no longer troll them with having shots bounce back.
  • Fabricator Claw Array - Turns your Spyder into a Techie, you exchange shooting to repair a vehicle. On a roll of 4+, you restore a Hull Point/Repair a Weapon Destroyed or Immobilized result.
  • Gloom Prism - Gives allies within 12" AW. Pretty much the only way you can deny any psychic fuckery since your C'Tan aren't Psykers.
  • Mindshackle Scarabs - No longer the glorious trolltastic power it once was, to the outrage of many a cheesemongering neckbeard. Now, it confers Fear in challenges which the opponent must test for on a 3D6. Sadly, all the Loyalist Marines can resist this. And Daemons, and Tyranids in Synapse range.
  • Phase Shifter - Grants the wielder and ONLY the wielder a 4++ Invul. The days of Invul spamming Catacombs are over, even if the 25 point price tag didn't scare you.
  • Phylactery - Gives you It Will Not Die. Unlike the Phase Shifter, this will work with the Catacomb, so now you have a regenerating ride.
  • Resurrection Orb - A much-loved take, this now allows your Lord and his unit to re-roll all failed Reanimation rolls for a single turn game. For 25 points, it's now slightly less of an auto-take, but it's worth it No, it's not actually.
  • Tesseract Labyrinth: Pokeball. No, really. Makes it so that a model in base contact with the bearer has to take a wound test or gets captured automatically dies with no saves allowed. One Use Only. Alright for the leader of a Monstrous Creature or Character hunting squad.

Artefacts of the Aeons[edit]

  • Gauntlet of the Conflagrator - A single-use S7 AP2 Gauntlet of Fire, this sounds like a handy way to scrub out a little mob of TEQ.
  • Nightmare Shroud - Old 'dex players would recognize that this is a merging of the Shroud and the old favorite, the Sempiternal Weave; 2+ Armor and Fear. Also, once per game during the player's shooting phase, he can force a unit within 18" to test morale. Sadly, this is incapable of harming ATSKNF or Fearless because GW loves sucking marine cock. It's another insanely pricy tool at 35 units.
  • Orb of Eternity - A fancy Rez Orb, this grants re-rolls on Reanimation Protocols for the entire unit (including the user) for an entire phase. As a plus, all Reanimation Rolls have a +1 even if they're re-rolls. Issue is that such a gift must also be ungodly expensive at 40 smackeroos.
  • The Solar Staff - A Staff of Light with Blind. It also can remove Night Fighting once in a game and during that turn, anyone shooting the wielder's unit has to use Snap Shots. Even if you don't want to mess with Dark Eldar or other Night-Vision spammers, this is a decent way to give you at least a turn to move without worry.
  • Veil of Darkness - Another old tool, this gives you Deep Strike. It also allows you to leave the table once per game (even during combat!) in a Movement Phase and DS anywhere else they want. This is an incredible gift for any army, because this pretty much allows you to leg it from a bad firefight or send a surprise unit of Necrons in a bad flank in order to pump the enemy's ass full of Tesla/Gauss.
  • Voidreaper - Supposedly the Nightbringer's own scythe, this is a Two-Handed S+2 AP2 melee weapon with Fleshbane, Armorbane, and MC. Since you're already pretty crappy at Initiative, bringing a melee deathtrap like this can easily boost your killing ability with little loss.

Vehicle Upgrades[edit]

  • Nebuloscope - Tomb Blade Only. This little tool is what makes the stupid jetbikes awesome: Ignores Cover on all guns.
  • Shadowloom - Grants the equivalent of Stealth, so a 6+ Cover in the open and +1 to all other cover.
  • Shieldvanes - Boosts the Tomb Blade's armor to 3+. Useful, but since you're a jetbike, you shouldn't be out of cover or closer than need be.
  • Quantum Shielding - Comes stock on the Barges and Arks. Grants FA/SA 13...until you get penned, where it's blown up.

Powers of the C'Tan[edit]

Unlike most other armies, the Necrons have no psykers, and the only thing they have to counter that is the Gloom Prism. Instead, the mandatory card set you need for them is instead randomized abilities for your C'Tan/Tesseract Vault to fire, each with their own properties. You have to roll this power after targeting an enemy, and these can't be snap-fired.

  1. Antimatter Meteor - a 24" S8 AP3 Large Blast. The Vault doubles the range and makes it an Apocalyptic Blast.
  2. Cosmic Fire - a 24" S6 AP4 Large Blast that ignores cover. The Vault doubles the range and makes it an Apocalyptic Blast. Pretty much ideal for splatting a tough mob that thinks it's safe in cover.
  3. Seismic Assault - a 24" S6 AP4 Assault 10 attack with Strikedown. The Vault doubles the range and number of shots. Pretty awesome.
  4. Sky of Falling Stars - a 24" S7 AP4 Assault 3 Large Blast Barrage. The Vault doubles the range and makes it an Apocalyptic Barrage. Destroys anything that thinks it's safe in cover.
  5. Time's Arrow - a 24" SD AP1 shot with Precision Shot. The Vault doubles the range and gives a bonus shot. Pretty much the only way you'll remove that annoying commander.
  6. Transdimensional Thunderbolt - a 24" S9 AP1 Tesla shot. The Vault doubles the range and gives it another shot.


  • Reanimation Protocols - The bread and butter of the Necron Forces took a major redo with the transition: Now more like a Ward Save from WFB, this can be used after any Armor rolls (but can replace FNP) and ignores ID (Though not the almighty D) but before he takes a wound. On a d6 roll of 5+ (4+ if against ID), your guy comes back from the dead and can fight again. The issue is that this can never be better than a 4+.
  • Living Metal - A special rule that allows vehicles to ignore Crew Shaken, though they still lose a wound. Heavy and Superheavy vehicles also gain a variant of IWND which regenerates a missing HP on a 6+.

Unit Analysis[edit]


  • Necron Overlord - Your basic HQ choice, and extremely customizable. Your basic Overlord will cost you the same amount of points as 80 searchlights, and there's a nice list of wargear upgrades to choose from. Its like a Build-A-Bear workshop, except instead of a teddy bear, you're building a trolltastic homicidal robotic Egyptian Space Pharaoh Zombie Slaughter Machine. But seriously, you can kit out an Overlord for just about any situation. Well armed, he can take on Mephiston and win with ease Not anymore. In terms of sheer value, this is the best HQ in the codex. For your convenience, here's a rundown on all the possible wargear options for your Overlord:
      • Phaeron: Gives him and his unit Relentless. Used to be bread and butter in 5th ed due to being able to move and shoot your rapid fire guns at long range. Now that you can do that anyway, this upgrade is almost worthless, unless you're in a situation where you actually want to charge with Necron Warriors... (Pro-tip: don't).
    • Catacomb Command Barge - Your Necron Overlord's personal pimp-mobile. He can blast suckas in drive-by shootings thanks to the Catacomb's built in guns, or simply drive closer to hit them with his sword (or Warscythe as the case may be). Good for adding mobility to an otherwise slow HQ choice. The 7th Ed redo has now turned this into a chariot as well, and the driver doesn't get that +1 to his save no more, so better buy it, assaults with D6 S6 attacks and classed as in assault. Want more? He's fearless too. 80 points never tasted so good. Think about this. Position your barge overlord by the unit you want to kill. Move 12" over them, giving you 3 attacks that hit on 4's (Actually, they hit on a 3+ if the barge moved at combat speed), Shoot them with your cannon underneath (the S5 AP3 assault 2 Gauss Cannon is good, but the two automatic extra hits for every 6 rolled via the Tesla Cannon is kinda tough to turn down, too), assault with d6 HoW attacks, and then get your 4 attacks. In your one turn, this guy and his pimp-mobile have the potential to put out anywhere from 5 to 10 hits on a single unit all by itself. Wow. The 7th edition changes made this thing interesting. If you buy it and put a lord in it, he becomes a part of the vehicle, and no longer gets to leave the vehicle. On the upside? The chariot can now use reanimation protocols. Enjoy your re-animating death-mobile. With the changes to Jink, it's cover save for existing has gotten better at the expense of having to snap-fire its gun, but you want to CC with this thing anyway so who cares!? Another boost is that all Necrons within 12" can re-roll Morale, Pinning, and Fear tests, and if you have the Immortal Hubris WT, this gets upped to all units within 18".
  • Destroyer Lord - He misses out on some of the wargear that the Overlord gets, but on the other hand, he gains Jetpack Infantry, T6, Preferred Enemy (Everything!) which gets conferred to whatever unit he joins, and a free Warscythe instead. Great as a beatstick thanks to his better Toughness; stick him with a unit of other Jump Infantry (like Wraiths or Triarch Praetorians) and send him into the thick of it. Other wargear worth considering would be Res-Orbs (he doesn't have access to a Phase Shifter, so this is the second best way to keep him alive longer), and if you're really desperate, the Tachyon Arrow (Preferred Enemy = reroll that miss!).
  • Necron Lord - Basically a mini version of the Necron Overlord, with 2 Wounds and 2 Attacks (compared to the Overlord's 3 of each) but they still hit as hard as any Overlord at a fraction of the cost, and can be kitted out similarly (though misses out on the Tachyon Arrow and Phylactery). Basically equivalent to sergeants in Imperial armies, or Ork Nobz in a squad of Boyz.
  • Cryptek - Essentially Necron "priests/wizards" employed by Overlords to use their space magic (otherwise known as science) to assist in battle. Sadly the update ripped out any ability for fancy or fun new powers, with the only consolation being a +1 to his group's Reanimation Protocols.

Special Characters[edit]

The following are special characters. Unlike CSMs or Dark Eldar they are not here to be a close combat monsters (though some of them can) but rather to add few more layers of cheese in your army with super special trolling rules. If you want an Abaddon-esque killing machine it's better to take Overlord and kit him appropriately.

  • Nemesor Zahndrekh - The senile old coot is actually a surprisingly good tactical HQ choice, giving nifty bonuses to your units each turn and even taking nifty bonuses from enemy units. He's not very useful in close combat, but he works really well with Vargard Obyron, as described below. Something to consider is that this guy is only 5 points more than a standard Overlord with the same wargear so if you were going to build a similar Overlord anyway you could consider paying the 5 extra points for his ability: If you ever find a unit with Counter-Attack, Hit & Run, Furious Charge, Split-Fire, Stealth, or Tank Hunters, then he can steal it for his unit too. In addition, after the first turn, he can CHOOSE a new WT from any table he wants, even from the BRB (though you can never use a WT more than once)!
  • Vargard Obyron - The close combat HQ, this guy combines good WS with a Warscythe and strong hitting power, and can even make counter-attacks against enemies that miss before he attacks in a challenge. Needless to say, he and Zahndrekh work pretty well together. Obyron is an excellent character to have in a tarpit, since his high WS and Cleaving Counterblow ability ensure that he gets plenty of hits in with his Warscythe, while he has all the resilience of an Overlord. The only thing he lacks is a Phase Shifter, so be careful of Force Weapons and Monstrous Creatures. Sadly, he no longer has any DS buffs, though his ability to auto-pass Glorious Interventions can easily make him a perfect bodyguard for a squishier HQ.
  • Illuminor Szeras - It's like Dr. Frankenstein, except an undead spider robot. His statline is nothing special, just a standard Cryptek with 4 attacks; however, he does give a bonus to one unit of Warriors or Immortals in your army, giving them either +1 Toughness, BS5, or Strength for the remainder of the game (A full unit of immortals with +1 toughness will really live up to their name, especially if you have a resurrection orb nearby, seriously, they'll make plague marines look like pussies, combine with Anrakyr to really troll your opponent) and everyone within 6" of him gains the Cryptek +1 to RP. He also has a S8 AP2 Lance shooting attack; if there's a "shooty" hero unit in the Necrons codex, it's Szeras. He's also the cheapest named character in the codex.
  • Orikan the Diviner - The other Cryptek character. So why use him? Well, he can re-roll reserve rolls for one turn, has an AP 2 power weapon that re-rolls to hit in assault. Also, on each turn, you roll a d6- if the die roll is less than or equal to the turn you're currently on (so on Turn 3 you'd have to roll a 3 or lower), then "The Stars Are Right", Orikan goes Super-Saiyan, and gains a massive stat boost (similar in power to a C'tan Shard, possibly even better in close combat due to his 3+ invulnerable save), complete with a 'bwahahaha!' in the rule description. The new Codex does him a BIG favor and makes the Empowered Orikan now permanent, which is insanity. Combine with a C'tan with Writhing Worldscape (turns difficult terrain into dangerous) to cause your opponent to lose approx 1/6 of his army in his first movement phase. Or not, because dangerous terrain tests allow armor saves in 6th, plus they will only risk that if they actually move ( Technically they neither enter nor leave dangerous terrain as the whole board is one ), which is kind of a mixed bag : Gunlines will laugh at it as they will just ignore it, assault units will most likely either be expendable or resilient enough not to risk much, and if they aren't, they probably aren't on the board anyway, at most in a transport, so, yeah, you made them waste 18" at most, but is it really worth it ? Still devastating against Hordes, but not so much with MEQ and elite armies. Always stick him with a Chronometron: keeping him in empowered mode for even one extra turn will pay back the crpytek's cost if he's in melee combat.
  • Anrakyr the Traveller - Comes with a Tachyon Arrow and a Warscythe, and gains the Counter-Attack and Furious Charge special rules. If you have Immortals, one unit of Immortals become "Pyrrhian Eternals" for no additional cost, which are basically just like regular Immortals but with Counter-Attack and Furious Charge, making them not quite so shitty in assault. They're still dead against dedicated combat units, but this can provide a critical edge against Tactical Marines and the like. His real strength is his ability to hack enemy vehicles, which means you can cause your mech-happy Imperial Guard opponent to shoot himself with his own tanks. WOLOLO. Be sure to thank your kind opponent for letting you borrow his vehicle.
    • NOTE: Due to Furious Charge, in the first round of combat Anrakyr can potentially insta-gib anything thats Toughness 4 or lower!
  • Trazyn the Infinite - aka "The Tarpit Breaker". Trollzyn is probably the best HQ choice you can get if you just love messing with your opponent. He excels at wiping out hordes, thanks to his Empathic Obliterator- if he kills a character in a challenge, he wounds absolutely anything (friend or foe) within 6" with an S4 AP- hit. This means that if he kills that Hive Tyrant or Warboss-led Ork mob, every single other Ork Boy in the mob (and other nearby units) takes a wound on a 4+, usually resulting in 10+ casualties in full strength hordes, though this makes things troublesome if you have units within that range. On top of that, even if he doesn't die, the weapon's S+2 AP4 and has Concussive, so you'll get a good chance to deck him down the next turn. If he dies and rolls a 2+, he can just possess another non-named Necron Character on the table and keep going with d3 Wounds.


A word about resurrection orbs - The Necron infantry serves both as a gunline and as a cheap source of tough, gets-up-when-killed wounds. In order to supplement a 20-man warrior or 10-man immortal squad many commanders slap a Necron Lord in with a res-orb and warscythe to give the squad what essentially amounts to a re-rollable 5+ FNP and two nasty can-opener swings. This makes each troop much tougher to grind through with bolters, lasguns, and other light anti-infantry weapons. However, this isn't always as mathematically sound as it might at first seem. The lord costs 75 points, and the regular models are pretty inexpensive. If you do the math, a squad of ten immortals without a res-lord supplies .09362 wounds per point if you account for their reanimation and the extra wound the lord supplies. Remove the lord, and the army is getting .09375 wounds per point, almost exactly the same value. Warrior squads benefit more: a lord takes the squad from .1154 wounds per point to .1254, a noteworthy improvement. The implications are pretty clear, though: if you want to field immortal squads you'd probably do better leaving the res-lords at home and getting an extra few squads. Of course, sometimes you might want one really tough squad to sit on an objective rather than several weaker ones. Season to taste.

  • Necron Warriors - The closest thing the Necrons have to tarpits and cannon fodder, these guys are basically Cronscripts (get it?). They've lost their 3+ save from the previous codex, gaining a paltry 4+ save instead; on the other hand, they're now much cheaper, so you can field more of them, and they're not the only Troops choice anymore so you don't even have to take them if you don't want to. Just about as good as Space Marines at shooting, and a little cheaper too, but they suffer in close combat, where their I2 and 1 Attack make them worse than Tactical Marines, but still perfectly capable of laying down the hurt on anything weaker than that. Good for parking on an objective or just swamping the field with bodies. And with gauss rules, you can quickly strip an enemy vehicle of it's Hull Points. That's right, your basic troops can once again glance a Land Raider into dust.
  • Immortals - Moved to Troops in the new codex. These guys are basically what Warriors used to be, 3+ save and all, except they cost 1 point less and they have better guns. Start with gauss blasters, can take tesla carbines for free, both options provide nice anti-infantry dakka. Like Warriors, they're still terrible in close combat. But few things are more satisfying than looking at an opposing Tyranid player's face as a few squads of immortals wipe out pretty much all of his gaunts in one turn with Tesla carbine fire.
    • Tesla vs. Gauss - One of the biggest decisions around Immortals is whether to field tesla or gauss weapons. Typically, the biggest deciding factor is the tradeoff between rapid-fire and assault weapon types: Gauss immortas can move and fire their Gauss weapons at full capacity since 6th, while a group of Tesla immortals can be expected to either stay outside 12" or fire immediately prior to charging. Mathematically, discounting these two points, the Tesla carbine is equal or superior against all but 4+ armor: (the math still works out in favor of tesla just a slight bump in favor of gauss on 4+ armor then tesla wins again vs MEQ and TEQ)
Tesla vs Gauss Mathhammer (Expected wounds per shot)
Armor Value None 6+ 5+ 4+ 3+ 2+
Gauss Blaster 4/9 4/9 4/9 4/9 4/27 2/27
Tesla Carbine 2/3(6/9) 5/9 4/9 1/3(3/9) 2/9(6/27) 1/9(3/27)
    • Conclusion: If you know you'll be facing 4+ armor (ork 'ardboys, pretty much anything with warrior in the name (tau fire, necron, most of the aspect kind)), pack your bags with Gauss Blasters. If not, Tesla Carbines not only won't let you down, but occasionally rock much harder than expected.
    • Note: This is taking into account a similar number of shots. Once the Gauss Blasters are within 12" of their target, Rapid Fire kicks in and they are categorically better than Tesla against all armor types. If you expect to get closer to your opponents (dropping from a Night Scythe, for example, or a forward Objective Capturing squad), Gauss eventually becomes the much better option.
    • The other issue is that Gauss can glance vehicles. Normally, this isn't a big deal, because you have warriors for that. But if you use an Immortal-only concept army, it might become important.
    • One final note on Tesla vs. Gauss - Necrons are typically the guys that don't worry much about anti-air, given the fantastic Night and Doom Scythes. However, if you don't want to bring them, triarch stalkers and tesla immortals give one a surprisingly decent AA option. Considering that one hits only on sixes (three times at that), a twin-linked Tesla carbine delivers an expected 11/12 hits per shot against a flier. That's really quite acceptable for smoking flying daemon princes, and while strength 5 won't faze a Heldrake it will at least give you an option against most fliers (AV11). Gauss guns, on the other hand, could drop a Heldrake or Stormraven, but will expect only 11/36 hits when twin-linked.
      • Just remember that getting the twin-linking requires hitting with the Stalker, which isn't something you should rely on for anti-air. Annihilation Barges are a much better source of Anti-Air in nearly every situation.

Dedicated Transports[edit]

  • Ghost Ark - Good for ferrying about your Overlord and his Court, or a unit of ten or fewer Necron Warriors, although it can still be purchased for units above the ten-model transport capacity. It can broadside two different targets with gauss flayers, and even repair d3 Warriors from death. It is worth noting that the ark can repair units of warriors other than the unit it was taken with, so you can shove a unit of 10 in the ark for more protected firepower, and then have it run repairs on the block of 20 that it is sitting next to. Well, till eventually dice gods laugh and just wipe that unit off the map. Useful for drive-bys with shooty Royal Courts or Warrior squads, but unfortunately it can't carry any other unit types. A nice use for this Ark is to have it carry a unit with 9 Warriors and one Cryptek: if you get close enough to one vehicle (12"), you can shoot with 18 Gauss shots. This tactic usually strips down a vehicle to a wreck (if not worse), but if it stands, you can also shoot it with the Gauss flayers mounted on the ark. Penetrating hits will blow up this thing up pretty easily because it's open-topped, but Quantum Shielding ensures that won't happen too often. Still, why aren't you taking a Night Scythe? Pair a twenty Warrior brick with one of these and a Necron rez-orb lord and enjoy one of the hardiest tarpits in the game. With the new objective secured rules, the Ghost Ark is now a scoring unit as well as the warriors inside it. The option to take the 4+ jink save in exchange for snap shots only makes it tougher. Park on an objective and keep jinking - there's no requirement to move for the jink save, and you can even jink while immobilised. Ghost Arks have plenty of shooting so snap shots aren't that much of a problem.
  • Night Scythe - Although it did take a hit in the price Department (Now costing 130 points), the Nigh Scythe is still a great flyer in 7th edition. It has 3 hull points, fires the equivalent of 4 autocannons(better than that mate), and can teleport troops to the floor whilst zooming. It's also available to warriors, immortals, deathmarks and lychguard. You can and should spam these guys until everyone gets reliable AA. Example: 3 riflemen dreads (one of the best light armour killers in the game) vs 1 night scythe. You glance/pen less than twice with 375 points worth of models and the scythe keeps on trucking. Now remember you can easily fit 6 of these in an army. Yeah, Necrons gots it good. Mount up Lychguard with Hyperphase Swords and Dispersion Shields, drop those suckers right into the enemy ranks, and then laugh as your opponent shoots them and fail. However, it is not entirely a reliable buy. While you can disembark a unit if the Scythe moved less than 35", the unit that disembarked can only fire Snap Shots if you more more than 24". Similarly, the unit protects your unit from any damage, but if it ever crashes, the unit it was carrying must automatically enter Ongoing Reserves


  • Deathmarks - Deep-striking assassins with rapid-fire 24" sniper rifles. See an enemy unit you don't like? Send the Deathmarks after them and watch them wound on a 2+ against them the turn they DS. A relatively cheap way of dealing with problem units without getting your other units tied up after them). Can deep-strike and shoot immediately following an enemy DURING THEIR TURN. Problem with this is that doing this means they can't fire next shooting phase, meaning that if you don't kill the target immediately afterwards and fail to hide, they'll crumble.
    • Worried about scattering on your deep strike? Drop the veil and put the unit in a Night Scythe. The turn you come in from reserves you can move 24" then disembark 6" and still shoot. You'll have your opponents cowering at the back of the board in future games.
  • Lychguards - Your terminator equivalents that took a very generous price cut (200 to 125? WOOT) (ironic since the Necrons look like those time travelling robot assassins from a certain movie franchise). Sort of. For the cost of a Terminator, you get T5, reanimation protocols, but only a 3+ save. Their main basic weapon is a warscythe, which is the same awesome can-opener that you can give to your Lords and Overlords. However, the better bet is usually to exchange the warscythe for a Hyperphase Sword and Dispersion Shield. The shield gives you a 3++ invul, which adds to your survivability. However, although these guys can hit quite hard, they lack the resilience of a 2+ save. The best way to run these is to use them as an escort for your Overlord (or better yet, Trazyn). Give your Lychguard Swords and Shields, and the Overlord a Warscythe. If you have the points, toss in a Necron Lord with another Warscythe and upgrade to taste. Make sure someone in the unit has a Resurrection Orb, since even a single four rolled and you'll make your points back and then some. While they're a semi-competent melee unit, they are very slow unless put in a transport so most units can simply walk away from them. the real use for these guys is simply bodyguard duty to a combat Overlord. The limitations of Lychguard prevent them from being a truly competetive choice, and it's best to leave the heavy-hitting to Wraiths... unless you're rolling Obyron. In that case, go nuts. Also, think about putting them and their O-lord into a Nightscythe, and drop em into your opponent's backfield for lolz.
  • Triarch Praetorians - A close combat unit similar to Lychguards though slightly costlier, their only real differences are -1 Attack (7th has given them an extra), the addition of Fearless, and a change in wargear. They're also Jump Infantry, making them much more mobile than Lychguards. Their usual weapon is a Rod of Covenant, an AP2 Two-Handed weapon with a S5 AP2 shooting attack with a 12" range, essentially giving them another attack before they charge and unlike last Edition, this sticks. Their alternate weapons are voidblades and particle casters- This gives their shooting attack better range and strength in exchange for much worse AP, while their close combat weapons gain Rending and Entropic Strike. While this doesn't initially seem as good as outright ignoring armor altogether, they do get a bonus attack for having a pistol and close combat weapon, essentially trading quality for quantity. Even with this extra attack, they lose combat to Grey Hunters, Spiky Spess Mehrens and pretty much any other half-competent combat unit. One Two attack and no Invulnerable save a 5+ RP save on a combat unit makes them suck pretty damn decent now.
    • Alternate take: voidblade-equipped Praetorians are perfect vehicle-hunters, for they are fast and have entropic strike. While being not as deadly as warscythe Lychguards, Praetorians actually CAN intercept even fast skimmers, lower their rear armor value to pathetic 2-5 and then rip them apart. Of course, a unit of Scarabs will do the same for half the points, but if you want to be a unique snowflake, go ahead and take these...
  • Flayed One Pack - These guys have the basically the same stats as a Necron Warrior. Same save, same Strength, toughness,initiative, and point cost. However, they have no guns. To compensate, they have 4 S4 AP5 attacks in combat with Shred (yeah, each claw counts as a separate weapon). Like his former Counts As roommate the Mandrake, the Flayed ones are now somewhere near usable now with their twin AP5 Shred claws. That said, they're still the single worst unit in your codex, don't take them unless this is a casual list or a Maynarkh army.
    • Alternative opinion: though they are definitely not as good as any of the other elite choices and a total waste of money, they can sometimes be fun when your facing ork boyz and want to tie up a squad for a couple of turns. If your opponent lets you proxy and you're going unbound anyway, in a friendly game try them against terminators. 10 assault terminators with shields and hammers? With a full squad you get 80 attacks on the charge for 260 pts. That means roughly 40 hits, 20 wounds and 4 dead terminators. You'll probably survive till next turn, and lo and behold, assault terminators held up by NECRONS. However, I repeat, only in friendly games. At a tournament using these is like jumping in front of a train. Also, they can be fun when used with Imhotek's bloodswarm nanoscarabs for a scatterless deepstrike to distract your opponent from shooting- but then again, more warriors are a safer choice.
    • They suddenly become not shit if you're playing Maynarkh Dynasty/"Dark Harvest" supplement (see below). Nothing fantastic, but certainly not shit. Moved to Troops? Nice! Minimum raised to 10? Liveable. Can buy special scarabs to re-roll failed to-wound? Yes please!
  • Triarch Stalker - Basically the Necron Dreadnought in squads. High Strength and good number of attacks in close combat, but unfortunately doesn't ignore armor. On the other hand, the Heat Ray acts as either a heavy flamer or a two-shot multi-melta, great for killing tanks and infantry alike. Additionally, fellow Necrons within 6" gain +1BS (Not TL, but it still helps). If you want to specialize in killing infantry, the Particle Shredder drops a nasty pie plate at a decent range. The Heat Ray is the best gun for taking out vehicles. Honestly these are what you should place in your elite slots, the others are rather situational and pricey, while a Stalker is always good.
    • Triarch Stalkers are notorious for being massive firepower magnets, so don't ever hinge a strategy on yours surviving; if your opponent is any definition of the word "competent", then he will make it his business to see that the Stalker does not live to see the end of the game. For this reason, it's worthwhile to keep a Canoptek Spyder or two with fabricator claws close by in case it needs repairing.
  • C'tan Shard of Nightbringer - In another slap to the C'Tan's face, there are no more simple C'Tan Shards, just Transcendents and the ancient Deceiver and Nightbringer Models. The Death God has WS6 BS5 MC Character and S7 T7 with Fleshbane, making him one you'd want in melee. He also has a special power that forces an enemy within 12" to take 3d6-Ld wounds at AP2 with Ignores Cover. This allows him to restore a wound if he kills at least one person. Even if you dislike the randomized powers, this is still a decent grab if you want to focus more anti-vehicle while he takes out any elite infantry.
  • C'Tan Shard of Deceiver - See above for the reason this exists. He's got WS5 BS6 S7 T7 and is better meant for screwery. He gets Hit & Run and forces enemies within 12" to take -2 Ld (SUCK IT SITW). He can also grab d3 units within 12" of him after Infiltration and Scout moves and either redeploy them or jump into Reserves if you think they'll need it.
  • Tomb Stalker (Forge World) - A T7, 4 wound Monstrous Creature with all sorts of neat special rules. Poison and Fleshbane wound it on a 6 instead, so take 3 when fighting Dark Eldar. It can deepstrike or outflank with acute senses, so you have a few different ways to get it where in needs to go. It's got a good number of attacks and is as resiliant as you can expect a Necron monstrous creature to be. Now that it's been moved from Heavy Support to Elite, it's definitely worth considering. The only drawback is that it's pretty expensive, weighing in at at 220 points after you purchase It Will Not Die, which you should always do. Another thing to note is that it comes in squads of one it can almost always make use of the rampage USR.

Fast Attack[edit]

  • Canoptek Wraiths - Beasts with Rending attacks and a 3+ Invuln that ignore difficult and dangerous terrain, and surprisingly good in assault thanks to their whips having an ability that boosts their initiative to 5 allowing them to hit before a lot of units in the game. They can also take particle casters (essentially S6 AP5 pistols) or transdimensional beamers, which is now a S4 AP2 gun which always wounds with Instant Death and penetrates armor on a 6. Unfortunately, beamers are heavy weapons, which aren't good on an assault unit like Wraiths - you're better served by the particle casters or the whip coils. At least they have multiple Wounds now, which means that entire squads won't die to light bolter fire in one turn. Wraiths are great at protecting valuable units (e.g. Triarch Stalkers) from an assault. Their only downside being, as one of the 'Canoptek' family of machines, they don't have the Reanimation Protocols special rule, so are unable to come back to life (There is a formation that fixes that now though). Best not to take them as single models; for what they lack in (relative) longevity (possibly no longer an issue as they are now TOUGHNESS 5 Beasts), they more than make up for in mobility.
  • Canoptek Scarabs - One of the few units with the "Entropic Strike" rule, meaning that it can glance or insta-wound on a 6 to-wound/to-pen. Unfortunately, Scarabs have unimpressive stats (WS2, S3) and their weapons don't ignore armor saves. Flamers will also ruin their day, ignoring their measly armor and doing double damage against them, and S6 weapons will outright kill them. However, they are wonderful tarpits, with 3 Wounds per base and 4 attacks each. Sadly, it can no longer fuck up enemy armor values, but they're still fine tarpits with their likelihood of glancing or just lucking out on a wound and killing an unlucky bloke who failed his armor save. It's not like they can run either, as these little bugs are Beasts.
  • Tomb Blades - Jetbikes with twin-linked guns, capable of being upgraded with a 3+ armor save, BS5, and/or +1 to cover saves. Surprisingly, a full squad can fit in a Night Scythe, if you want to stick them in a transport for some reason (though they cannot buy one for themselves). Great for zipping around the battlefield, harassing any stray infantry units, and particle beamers could even be used to take on light vehicles as well. Like most Necron units, it seems to be purpose made to make Tyranids and Chaos Daemons cry. What's that? Your hive guard's AP can't touch my jetbike's armor save and your Zoanthropes can't shoot far enough to hit them? Hahahahaha sucks to be you. Unfortunately, if you want to buy the 3+ armour saves and Stealth and other goodies, you're running fairly expensive models. And on top of that, while these guys are fast and moderately survivable, they have a hard time killing anything. The Particle Beamer is only an AP5 small blast, and if you don't take that then you get one of the same guns that Immortals get. Also, there's no way to give them a Resurrection Orb without slowing them down, not unless you put them with a Destroyer Lord but then you can't Turbo Boost, and Lord could be focus-fired due to not having jink save. Trying to kit Tomb Blades out to actually kill something is a trap, they just can't quite do it. If you must take them, take a cheap squad, keep them out of sight to the point where your opponent forgets you have them, then turbo-boost across the board at the end of the game and contest an objective. Another idea is to think of them as expensive immortals with a rocket up their backsides. Twin-linked gauss blasters with BS5 (+5 PPM) will hardly ever miss, so point them at those Tyranid warriors before they can hurt you too much (Note that they won't kill a whole unit in a single turn, they're best used for making your enemy think twice about assaulting you). Take 5 of them, add BS5, and you're looking at 125pts for a squad of irritating little buggers.
  • Necron Destroyers - They're not jetbikes anymore, they're not Jump Infantry anymore either... They're Jetpack Infantry! Jump shoot jump shenanigans are in at the price of speed. They have Preferred Enemy (Everything!), meaning that they reroll all to-hit & to-wound rolls of 1 in both shooting and assault, and one of them (out of a maximum squad size of 6) can be upgraded to a Heavy Destroyer (essentially lascannons on a jet infantry model). Regular Destroyers make Marines cry with their S5 AP3 Assault 2 guns, while Heavy Destroyers will blast tanks and Termies to shreds. Expect them to attract lots of fire in return, however, and don't let them end up in close combat, where they will die horribly like almost any other ranged 'Cron in CC. Luckily, your opponent's CC guys should rarely ever into contact with your Destroyers, considering how they can now Jump shoot jump like crisis suits except perhaps better (2 wounds, toughness 5... yeah, better). Like crisis suits, they are masterful at surprising enemy formations and then blowing the crap out of them. Always take Heavy Destroyers. Regular Destroyers are best used in conjunction with your Infantry Phalanx (You... You are running multiple squads of max-strength Immortals with these guys, right? If you're using flyers as your bulk, using Destroyers is superfluous) to provide Hardpoint elimination, rapid-response teams, and Hero-hammer harassers. Tag team them with some Heavy Gauss Cannon wielding Stalkers for a combo that will make your opponent wet themselves.
    • Word of warning: Necron Destroyers have a bad habit of dying horribly if you just leave them out in the open. Same points cost as Terminators, but with only 3+ armor and no invul or Jink? Better find them some cover, especially if your opponent is going first. Better yet, just leave them out of line-of-sight entirely -- they're Jump, they can handle it. The threat of losing one Destroyer to dangerous terrain is far better than watching the whole squad evaporate from some plasma or artillery.
  • Canoptek Acanthrites (Forge World) - Beefier Wraiths that specialize in busting vehicles and heavy infantry. T5, W3, and 3+. The have Stealth and carry Voidblades and S6 Assault 1 Meltas. Unfortunately, they don't have the invulnerable save that their Wraith counterparts have, instead relying on 3+ armor and Stealth. Their best place is in a list whose main troops consist of Tesla-Immortals to provide some much-needed anti-tank. Throw in a Destroyer Lord and eat Land Raiders for breakfast. Also, if you're thinking of running a Wraith-Wing army, consider an Acanthrite-Wing instead, since you can take these things in units of 9.
  • Canoptek Tomb Sentinel (Forge World) - A new Tomb Stalker variant that focuses on ranged combat rather than close combat. It uses an Exile cannon which works kinda like a Transdimensional Beamer, but bigger. It's neat, but it has fewer CC attacks than the Tomb Stalker for the same price, carries a gimmicky gun that will do nothing more often than not, and eats up a valuable Fast Attack slot instead of a "meh" Elite Slot. It still has Rampage and the Stalker's Deep Strike/Outflank option though, it will eat tarpits and light infantry blobs for breakfast and Its weapon auto-penetrates any vehicle touched by the template. Couple this last one with S10 from Smash and in a pinch it can also eat a tank or two to vary its usual diet of infantry.

Heavy Support[edit]

Heavy Destroyer - If you're planning on running something akin to an Oldcron army and feel miffed by all these expensive aeroplanes, you can settle with the Heavy Destroyer. Grab two more for a pack, and watch things pop open even faster with your fellow Destroyers.

  • Doomsday Ark - Basically a Ghost Ark with the transport capacity removed and replaced by a big fucking gun instead. Unfortunately, has the same problem that Heavy Destroyers had in the previous codex; it's a huge gun mounted on a fragile platform. AV 11 and Open Topped do not make a good combination for an expensive model like this. Thankfully, the Doomsday Cannon has a long range in the stationary mode, so keep it in the back of your army where it can spit S10 AP1 pie plates at anything that moves. It is now decent on the move as it then fires a S8 AP3 blast at 24" Tip: Always shoot these first (unless you have a stalker to make it twin linked) and ALWAYS target the most suitable infantry squad (i.e: First you blast MEQs, then TEQs and work your way up from there). A full-power shot has a very high chance of completely wiping a Tactical Marine squad off the table so if you use these wisely, you can cause your opponent to have an epileptic fit by Turn 2. While it can certainly dish out the hurt, it can't take it. (Actually quantum shielding boosts it's AV up to 13 until it gets penetrated so it's still pretty tough and in 7th Edition you can take Jink Saves even when stationary!) Armies that have problems with strength based instant-death weapons with high AP values and templates (tyranids), are known to pretty much spontaneously explode at the mere sight of this thing. (NOTE: after their recent downgrade, Tyranids explode more or less on their own)
    • Pro-tip: use in conjunction with a pair of Triarch Stalkers to grant your only-one-shot-a-turn mega gun some twinlinking.
  • Annihilation Barge - A Catacomb Command Barge, with the Overlord's pimp chair replaced with a big gun (seem familiar?). This is your bread and butter of most lists - it's just too good to not consider. It's AV13 on front and sides thanks to quantum shielding, has living metal and only costs 90 points. Oh, did I mention that it has a strength 7 weapon that fires 4 times but hits an average of 5.5 times (plus its ability to arc off and hit other units D6 times at strength 5), then for desserts either carries a strength 6 tesla cannon or a gauss cannon for killing marines, daemons and tyranids? If you're planning on playing in a tournament, this is what you want in your Heavy Support slots. Yes, all of them.
    • Helpful reminder: with the Barges Tesla weaponry this vehicle in an emergency can make surprisingly powerful anti-air. The tesla destructor fires four times with twin-linking so on average you should roll at least one or maybe two 6's, and thanks to the tesla rule that is turning into anywhere from 3-6 strength seven hits on enemy flyers. While not true skyfire tesla destructors are one of the few weapons that don't really take a nerf from snap shooting, just something to think about when you got a bomber giving you trouble. Tesla don't affect snap shoots. And now the annihilation barge is 30 points more expensive. Still viable? Maybe. Auto-take? Probably not
  • Monolith - It's still a big floating pyramid that blasts gauss death from every orifice. No longer as ungodly invincible as it was previously - Living Metal only affects Crew Stunned/Shaken results now, so meltas and lance weapons work on it; still sucks to be an Ork, Chaos Daemon, or Tyranid (But then again, most of Matt Ward's armies seem to spite armies that use monstrous creatures over vehicles at every turn) but kept its firepower (debatable). Like before, it can teleport Necron units through its Eternity Gate, or fire it.
    • Pro-tip: Just Take two Annihilation Barges. Monoliths have no jink, they scatter/mishap easily, don't ignore lance/melta, Ordnance makes everything else snap shoot, they only move 6" so are easily blocked and are huge so shooting at them is easy. If you absolutely MUST have a Monolith take Nemesor Zahndrekh and a Ghost Ark. Put the Ark in front of the monolith to block LOS, give the monolith stealth for a 4+ cover save from Zahndrekh's ability. The Ark will get a 5+ jink as well. Best done with multiple Ghost Arks.
    • The Monolith can deep strike, use the Eternity Gate, fire it's whip and it's flux arc (although only snap shoot these). In the same turn it lands in the enemy's face. This isn't bad for 200 points(until you mishap) BUT the annihilation barges are probably still going to be more cost effective.
    • Don't forget, this thing is a monster for blocking TLOS. Tactics using allies with barrage weapons do exist for this model.
    • Not mentioned above, the monolith isn't restricted with normal firing limitations of one target per shooting phase. With all 4 gauss flux arcs, dimensional corridor, and the particle whip, the monolith can technically fire at 6 different targets in a single shooting phase. Although independently, none of the shooting attacks are particularly notable, it is an impressive number of targets one can engage at once. It is notable that due to the fire arcs of the various weapons, the monolith is very unlikely to be able to fire all weapons at a single target. Unless said target is a blob that for some reason decided to surround your giant fat ass tank.
    • If you still feel like taking it, take a Spyder too (or three), and kit it out with its gloom prism and fabricator claw array. Hide it behind the monolith, and when Abbadon gets too big for his boots and comes to smack you up a bit, jump out of the portal, shout 'BOO!' and make him run away again. Take wraiths with whip coils for added pain. The gloom prism will provide you with some very useful psyker defense (The only one you're going to get for the Necrons, mind) for your flying fortress, and that claw can repair you if your opponent tries to get rid of your guns
    • 7th edition's change to the vehicle damage tables make the Monolith much tougher: as the only land vehicle you've got that isn't open-topped, the Monolith will find itself facing Explodes! results a lot less often than Annihilation Barges or Doomsday Arks, and Living Metal actually benefits it by granting 6+ IWND. Realistically, this thing is exceptionally tough: it shrugs off crew shaken and stunned results, has enough weapons that Weapon Destroyed results hardly matter (and its portal abilities aren't susceptible to Weapon Destroyed anyway), isn't reduced in AV toughness after suffering a penetrating hit unlike almost all other Necron vehicles, doesn't crash on immobilized results and doesn't need to turn anyway... The 7th edition also graced the monolith with other goodies such as changes to smash, vector strike, rending, blast template damage (this is a little lost since it is AV 14 all around), and the downgrading of many anti-tank weapons (broadside Rail guns anyone?). All together, the Monolith is still one of the toughest things you can buy with 200 points and when paired with a Spyder or two and their repairer claws it can survive the whole game. Just don't overestimate it: this will not singlehandedly win you the war.
    • Given the Monolith receiving a toughness boost this edition it could be interesting trying the Monolith out again as what it was intended to be, as a high strength beachhead maker by dropping in enemy lines and teleporting in high strength hitters from reserves and across the board. Be careful of things that can still hurt you such as meltas, some monstrous creatures (not as many thanks to the smash nerf), and of course deepstike mishaps.
  • Doom Scythe - Another re-purposed transport vehicle with the transport capacity replaced with a massive gun- Just like the Doomsday Ark and Annihilation Barge (and the Vindicator, the Hammerhead and the Fire Prism...). Ridiculously fast with Supersonic, and carries a powerful 24" Death Ray (a S10 Ap1 Lance). And with the current flyer rules, this thing is INCREDIBLE: 6 to hit it, and has a cover save. Take two to make your opponent have a fit over having his expensive tanks explode at the same time. Take three, back them up with Night Scythes to simply throw all your enemy ground based anti-air out of table on turn two, and watch him weeping. However, although the Death Ray is powerful, remember that it doesn't ignore cover, so think twice about loading up on Doom Scythes if you're going to be facing armies that have a lot of skimmers. They always make their jink saves exactly when you don't want them to. Not to mention the Chaos and DE vehicles that have invulnerable saves anyway.
Alternatively, zoom around drawing lines through multi-wound, high armour and with a T5 or less(Paladins, Tyranid Warriors, any TEQ). Also, due to the unique way that wounds are allocated in 7th ed, feel free to draw your line through heavy and special weapons, characters and basically any other dick-head specialist that you don't want in that squad (Characters and IC still get their Look Out Sir, but on the off chance they roll a one, you can insta-kill their HQ's).
    • Pro-tip: make sure to blast the Hydra and any other AA units off of table the turn your Scythe arrives. As long as it didn't get dicked over first that is.
  • Canoptek Spyders - Cheap as dirt Monstrous Creatures that are T6 W3 3+, and can be taken in units of three. How cheap? Well, some armies have Terminators with a higher base cost. Yes, really. They can even create Scarabs, and can take some nasty wargear as well. Fabricator claws can repair Necron vehicles,and Gloom Prisms give a +2 to Deny the Witch rolls taken by the Spyder or any unit withing 3" of it. Can't stop buffs, but it can protect you from some witchfires. You can even take three of them for one Heavy Support slot, making them worth considering despite their stiff competition for the Heavy Support slot. So the 5th edition update gave them the opposite treatment of the Carnifex: it took a once somewhat above mediocre unit and made it into a cost effective rape machine, while the Carnifex was a godly unit that was slightly buffed and nerfed at the same time and then made a load more expensive. 6th Edition has given them a bunch of extra goodies in the new rules for Monstrous Creatures as well. They're tough as balls to kill and dish out a good number of Smash attacks. They really are an excellent unit. Unfortunately, they share the FoC slot with Annihilation Barges and Doom Scythes, which is why you never really see them.
    • FAQ update: before the nerf, the Scarab conga line was the most popular power gamer strategy being used for the Crons. Literally, a Necron player could keep adding Scarab bases to old and newly created ones so long as they were in unit coherency. This meant they could form a line straight into the deployment zone of the opponent and gain a 1st turn assault. This was incredibly effective against opponents dumb enough to or who had to place vehicles close to the edge of their deployment zone (Vindicators come to mind). But it also worked against blobby units, so it was called cheese. Fortunately the FAQ "corrected" the Spyder and says that new Scarab bases can only be placed in unit coherency with bases not created that turn. Conga line = nerfed. Nonetheless, guaranteed 9 new bases every turn is nothing to scoff at, as it allows you to go above and beyond the original size and limitations of your hopefully already massive swarms. The only downside is your Scarabs are going to be moving up to 12" ignoring difficult while your Spyders are limited to 6", with a range of 6" on the Scarab Hive ability. Also, each time you roll a one to add a new Scarab base the Spyder takes a wound with no armour or cover saves, so it could easily end up committing suicide if you use this too much.
  • Transcendent C'Tan - Nerfed from the unholy powers of Apoc, this 250-point tool is now WS/BS5 with S8 T7 and 5 wounds with EW. It's powers are randomized, and now the only reason you'd grab it is for some protection as Writhing Worldscape (Which makes anyone within 6" of the shard act like they're in Difficult Terrain) is the only thing default for them and they're Monstrous Creatures. Mobility isn't an issue for them with the ability to bounce wherever they want so long as they're not moving into impassible terrain. Issue is that if it dies, anything within d6" takes an S4 AP1 hit, which can total any mobs nearby.
  • Sentry Pylon (Forge World) - Fully autonomous artillery with three options: a 2 shot S10 AP1 melta pieplate, A death ray like the one on the doomscythe but that hits all models under the line TWICE and a 2 shot lascannon with Skyfire, Interceptor and 120" of range and Gauss for those pesky AV 16 models. With 3 wounds, 3+ armor and T7 it's also pretty tough. These can be taken in units of three, which will get expensive but you get quite a bit of firepower for the points. A trio of Pylons with Gauss Exterminators will make short work of enemy Helldrakes, will leave you less reliant on your own fliers for anti-air and can double as anti-tank artillery, but has only two shots per turn and still has problems with cover. On the other hand, the Focused Death Ray will deny huge amounts of territory to your enemy's units but actually hitting lots of models is more difficult than it sounds and does not discern between friend and foe, and the Heat Cannon is immensely powerful but relatively short ranged. You can give them either It Will Not Die to make them irritatingly resilient or Deep Strike for surprise buttsex (combine with Heat Cannon for pseudo-Mawloc/Breaching Drill shenanigans).
  • Tesseract Ark (Forge World) - A AV12 (AV 14 bitches! Quantum Shielding.) barge with a really cool piece of swag. 5++, all units trying to assault or ram must take a dangerous terrain test and you can also shoot with it, with three different modes: Plasma Destroyer with a fancy name to kindly tell Gay Knights and TEQs to go fuck themselves, Fleshbane AP3 flamer to evaporate Marines and any fool that gets too close and an underpowered S5 AP4 mini death-ray that that slows you down (And is also Armorbane, which might be good for killing lines of light vehicles). Also, two Gauss or Tesla Cannons or Particle Beamers for dakka overload. 50 points more than a Monolith, and oh so worth it. Just be careful with your back armor. Once your Quantum Shielding goes away, this thing is pretty much dead.
  • Night Shroud Bomber (Forge World) - AV12 all round, 4HP, 5 bombs, S10, AP1, Large Blast, Blind, Pinning. Also a Tesla Destructor. 225pts. Seems good? Seems good. People scream op at the bombs, but really they'll likely be about as effective as the death ray. What you're really paying for is the extra durability.

Lords of War[edit]

  • Imotekh the Stormlord - The traditional 200+ point named hero unit that used to be an HQ and must now be LoW. At first glance, he looks fantastic, but most of his abilities are mediocre. Imotekh comes with a 2+ armor save, 4+ invuln save, IWND, and a Gauntlet of Fire. Oh and the Staff of Destroyer, which is a S6, AP2 Staff of Light! He can make Flayed Ones re-roll deep strikes, which would be great if you could assault after deep striking, but as things stand, dropping next to any unit will just ensure that they die during your opponent's next turn beause Flayed Ones can't into shooting. One of his more useful abilities is to always start the game with night fighting turned on, and once per game, every enemy within 48" of this guy will get shot at on a 5+ and take d6 S6 AP- hits of ligthing, though this shouldn't be relied on to remove a mob.
  • Pylon - A Super Heavy artillery piece. Great for putting holes in other Super Heavies with 3 S D AP2 shots that have incredibly long range (LOL WHAT BANEBLADES!?). Three of these can pretty much wreck a mech army in one turn. Now you see a healthy Leman Russ company, now you see nine smoking wrecks. They are unparalleled tank destroyers. And that's just the icing on the cake! With Armor 14 and the living metal rule, they are a bitch to kill. Their teleportation lets them be where they need to in a snap, their special effects are just sweet, and they allow you to use some really overpowered formations (5+ invulnerable saves for your whole army... your enemies can weep now.) And if anything gets close? No problem, it has a flux arc mode that fires 2D6 S6 AP3 shots. All that with Skyfire with interceptor, too.
    • Warzone: Damnos ass raped the pylon, adding 95 points to the cost and removing the interceptor special rule, meaning it's now just extremely overqualified flak-cannon, though you can use the alternative (read: better) rules from IAA:third edition, unless you're playing Damnos campaign (why would you?).
      • Even the FW ones suck now too, as 7th edition no longer has interceptor remove skyfire's inability to target ground units. Enjoy your overpriced flyer-killer!
  • Obelisk - 300 points for BS4, Armor 14 all-around and 6 hull points on a Super-heavy Skimmer, alongside Deep Strike and Living Metal. Its main guns are four Tesla spheres who shoot at S7 AP- Assault 5 Tesla(duh), even better, cheaper and tougher than three Annihilation Barges. But then you remember, wasn't this just described as an anti-air vehicle? It doesn't even have Skyfire! But then you read its special rule Gravity Pulse: at the start of EVERY (this includes your opponents'!) shooting phase ALL enemy Flyers and Skimmers within 18" must test for Dangerous Terrain (A matter which is being debated by neckbeards whether or not Flyers even take that, though to note, anything Zooming or Swooping doesn't get to ignore it). This effectively means that you have a 36" circle where your opponent will not lightly put one of his Flyers inside of. And this is not a shooting attack, so feel free to unload the Tesla spheres into nearby enemies. But wait, there's more! The Obelisk also has the rule Sleeping Sentry: allowing it to start the game in a "powered down" state where it cannot move or shoot (including Gravity Pulse), but it has a notable 3+ armor INVULNERABLE save. You can power up at the start of your Movement phase, immediately allowing for movement and shooting. This allows you to keep your relatively soft Obelisk safe while the enemy draws close.
  • Tesseract Vault - Now only a vehicle with essentially BS5 for C'Tan powers (The Tesla Spheres use its base BS4), but otherwise a 550-point Superheavy Skimmer with AV14 everywhere. While it is durable with that AV14, Living Metal, and 9 HP, this doesn't mean that you can play this lightly (Or at least as lightly as a Knight): If it dies, it always takes a Titanic Explosion, and that'll always be ruinous.


  • Aegis Defense Line - Keeps your objective camping Warrior squad safe from those pesky AP4 and under weapons. Necrons are a shooty army, and unless you're up against Tau or Guard, you're going to be the one playing the defense. Upgrade-wise, your best bet is the Comms Relay, since this army typically relies on it's own fliers for anti-air, and the reserve modifiers help with getting said fliers onto the table.
  • Imperial Bastion - Can be decent depending on the matchup, although if you're embarked in the building then you aren't practising the time honored strategy of "Move, Shoot, Repeat". Note that this structure is large enough to get a cover save for your monolith.
  • Skyshield Landing Pad - Can be used for some interesting tricks, particularly involving the 4++ that it confers when it's folded up. Set it up in the center of your deployment zone, plop 3 Monoliths on top of it, and drink your opponent's tears. If you really want to make sure your opponent never wants to play you again, combine this with Toholk the Blinded from the Dark Harvest army list, that way your AV14, 4HP, 4++ vehicles will also have It Will Not Die.
    • Never. Ever. Field A Monolith with this set up. Let alone three. They are terri-bad, especially if you're just planning on having them sit there. Three Doomsday Arks on top of the Pad will be cheaper and give you more reach and fire power any day.
  • Fortress of Redemption - No. You're not Imperial Guard. Your troops are not squishy enough to need to hide in this thing, and your guns have such short range that you can't afford to just sit in one spot the whole game. Besides, if you want to spend this many points on a fortification, just go the extra mile and get the Tomb Citadel.
  • Tomb Citadel (Forge World) - Broken. Stupidly so. Two AV14 Structures, killed on a 5+ with a penetrating hit. One has Eternity Gate and Scarab Hive, the other gives everything (including the structures and emplacements) on it a 3++ invulnerable (does not specify Necron Units), and all Necron units on it a re-roll to RP of 1. This is ridiculous considering it is nearly 2x2 foot, so you can now reliably bunker down and NEVER DIE. It can have emplacements (up to 2) with Skyfire and Interceptor - Twin-linked Tesla Destructor for 65pts, or Gauss Exterminator for 100pts. The Fortification without the upgrades (and it can have Comms Relay for 20pts) is 300 POINTS. Give your Warriors a Lord with Resurrection Orb, stick them on here, and THEY WILL NEVER DIE.
    • For maximum cheese bring the lawbringer phalanx formation, give the praetorians particle casters, then stick a lord with as res orb in each unit. be ready to catch your models as your opponent flips the table in response to your 2+ REANIMATION, RE-ROLLING ONES!!! remember, this thing is 2x2 feet so you can reach a pretty large area even with the praetorians crappy 12 inch range.


The Dark Harvest[edit]

In Imperial Armor 12 is army list to represent "the accursed and bloody Maynarkh Dynasty". It's specifically said to be mainly a flavor change to let you field an Oldcrons-style murderous legion of insane robot-monsters. It's a bit like a prototype supplement, and like other supplements the changes are not significant enough to warrant a separate tactica page, but it would be rude to let them out. Luckily, this FW supplement doesn't appear to have anything blatantly overpowered, with each new unit having a suitable points increase or weakness that can be exploited. Anyone claiming you won "because you used FW" is just a sore loser.

  • HQ: Overlords and Lords cause Fear and are ready to go crazy at any moment. Every time they or their unit wipe out an enemy in combat or fail a morale check roll a die: 2-5 nothing happens; 1 they either make d3 attacks against their unit or lose a wound with no saves allowed; 6 they get Fearless and Rage for the rest of the game but give points to your opponent like they were destroyed. Also for 5 points they can buy Flensing Scarabs, a nifty item that lets them re-roll all failed wounds in the first round of each combat they fight, once per unit per game, sorry. Crypteks and Destroyer Lords are identical to vanilla Necrons.
  • Special Characters: You can't use normal necron characters but don't worry, you've got two of your own. Kutlakh the World-Killer is the obligatory 200+ points named beatstick; he's got one more WS and attacks than a vanilla Lord, he's loaded for bear with an AP2 Instant Death sword, he gives his squad Fearless, Fear, Relentless and Crusader and in challenges his opponent's WS is reduced by the difference between his Leadership+d6 and Kutlakh's. Toholk the Blind is a beefed up Cryptek like Szeras and Orikan, and like them belongs to the category of cheap support characters; he gives d3 Vehicles It Will Not Die! for the entire game, so he should be considered an auto-include in mech-heavy armies, plus he's got all the cool toys an Harbinger of Eternity can have and he gives his whole squad Night Vision and Immunity to Blind. With AV13 armies being strong in 7th, Dark Harvest got a whole lot better.
  • Troops: Guess what? Flayed Ones as troops! Now your dream of having an assault-oriented Necron army can finally become reality! Unfortunately they come in 10-20 units so willing or not you'll have to bring lots of them. Maynarkh Immortals are rare and act more like enforcers and taskmasters, so they don't count toward your minimum troops requirement. All three can buy Flensing Scarabs at 10 points per squad.
  • Dedicated Transports: Exactly as in Codex: Necrons.
  • Elite: Charnel Lychguards cost 5 points more for Rage and Fear, and you can only have one squad for every Overlord. Also they can take the flensing scarabs. For the rest you can use all other necron elites (Except C'tan Shards: no pokégods for you) plus the excellent Tomb Stalker to troll Dark Eldars and counter the opponent's own Monstrous Creatures.
  • Fast Attack: Regular Scarabs may be upgraded to Charnel Scarabs at 5 points each, gaining +1WS and trading Entropic Strike for Shred and Rending. This turns your terrible awesome GODLIKE vehicle-chewers into surprisingly effective infantry-eaters. You can field Acanthrites and Tomb Sentinels in addition to normal Necron goodies. (Scarabs only suck if your opponent is spamming templates at you. Seriously though, they're beasts, why are you not moving them through cover?)
  • Heavy Support: no change except for three new toys: the Tesseract Ark, Nightshroud Bomber and Sentry Pylons.
  • Allies: Allies of Convenience with regular Necrons, Desperate Allies with Marines, Guard, Orks and Chaos Marines and "Come the Apocalypse" with everyone else.

Warlord Traits[edit]

  1. Predictive Strategy - You may add or subtract 1 to any Reserve roll while the Warlord is alive. As if the Necrons needed any more incentives to play Flying Circus.
  2. Dust and Ashes - If your Warlord survives you gain an extra victory point. Just hope he doesn't tard out on the last turn.
  3. Blood of Ancients - The Warlord must always issue and accept challenges, but for every IC he kills you gain an additional Victory Point. Necrons HQs aren't usually scared of challenges, so go forth and slap bitches.
  4. Unbending Will - The Warlord and his unit may reroll for Reanimation Protocols while within 3" of an objective. Like a warriors blob camping on an objective wasn't a pain in the ass already.
  5. Fire of The Heavens - Every turn, a Vehicle or Artillery unit get +1 Strenght on one of its weapons. use on a Tesseract Ark and watch your opponent's face when you tell him his full unit of Paladins doesn't exist anymore.
  6. Death Incarnate - Crusader for the Warlord and his unit. If you're trying to play necrons as an assault army every little bit helps. Necrons sweeping units!? What is this madness!?
  • Tactics: Necrons gonna be necrons. In the book the Manyarkh Dynasty's strategy is described as super-aggressive short range engagements, with hordes of cannon fodder to keep the enemy busy, close air support to bomb everything back to the stone age Precambrian era and Stalkers/Sentinels and wing of Acanthrites to break strongpoints or outflank. So, your average necron list before flyer spam became the flavor of the month.

Alright, seriously, the two (three if you count the warlord traits) highlights of this list are the higher close combat proficiency and the new toys. Flayed Ones are by no means an exceptional unit but al least now they don't clog up an elite slot. Deep Strike and Infiltration don't work as well as in the codex list due to bigger squads, but you can still use them as choppy footslogging meatshields to complement or substitute the shooty footslogging meatshielding of Warriors. If you really want them to get some shit done, Reverend GreenKutlakh, with the Obsidiax, in the Flayed One blob can make them order of magnitude scarier, and probably will quite like the large amount of regenerating ablative wounds and supplementary attacks. The change to Overlords and Lords is mainly a fluffy one: Fear is relatively useless as always and most necrons units have low chances to fail a morale check or completely wipe out an enemy unit in assault, and 2/3 of the times it happens it does nothing. Charnel Lychguards are a nice upgrade, and most of the times you would have taken only one unit anyway. Flensing Scarabs are extremely cheap (half a point per model on a 20 strong squad) and will assure the users will inflict the maximum amount of wounds in their first fight; the obvious clients are Flayed Ones and Lychguards, but Immortals could use a little anti-assault deterrent. Or you could just ignore all of the above and go for the shiny new Forgeworld goodies, analyzed more in detail overhead. But since you could very well use them with a normal necron list, the only reason to play Dark Harvest sans Close Combat is the Warlord Traits, and seriously if you like random charts so much there's this new codex here...

Mephrit Dynasty[edit]

Coming from the Shield of Baal: Exterminatus book, you now have the a way to represent the Necrons who decided to help out the Blood Angels fight the Nids. Sadly, there is no way to play out the Silent King or his one-night stand with Dante.

Mephrit Dynasty Cohort[edit]

They have a special FOC that makes you take another compulsory Troops slot, but gives you 8 total slots for Warriors and Immortals. Aside from the generic WT re-roll, you also get to re-roll 1s when rolling Reanimation Protocols for Troops. Other than that, you're free to take anything you want except for the Tesseract Labyrinth.

Warlord Traits[edit]

  1. Eternal Will: Eternal Warrior, which is a handy thing, especially if up against a Knight or something.
  2. Override Protocols: Melee Weapons have Haywire, making them trolltastic against vehicles.
  3. Immortal Arrogance: Warlord and other Necrons within 12" re-roll Pinning and Morale. Decent enough, really.
  4. Mental Subroutines: Adamantium Will, which at least gives the guy a slightly better chance to Deny.
  5. Scorn of the Ages: Hatred for the warlord and His unit
  6. Repair Nanoscarabs: IWND. Jesus damn, consider yourself lucky if you grab this. That said, it's not certain if this stacks with the new Phylactery (Though odds are that it's a negative)

Relics of the War in Heaven[edit]

  • The God Shackle - Cryptek only. He gets to give a C'Tan Shard +1 S/T while he's still standing. That makes the shard practically unkillable now. Issue is that you'll need to shell out for said shard, and then 10 more for this tool. Oh, and for the Cryptek too, but you've already got one most likely.
  • Edge of Eternity - Overlord only. A redone Warscythe, it's a Two-Handed S+2 AP2 weapon with Armourbane and Precision Strike... Since Overlords have a Warscythe as default you're paying 20 points just for Precision Strike? erm....
  • Solar Thermasite - Cryptek or Overlord only. The user gets +1 S to all weapons, which is totally badass, and re-rolls Saving Throw rolls of 1. Yeah, anyone thinking of mixing this with the Nightmare Shroud, you're doing it right.


  • Acquisition Phalanx - Why would you have this many Lychguard? It’s cool that they and Trazyn could generate more VP’s, but these guys are pricy as all get out! the fact that if you have at least 20 lychguard with shields the ENTIRE FORMATION has the dispersion shield for a 3+ invul WITH REFLECT makes getting anywhere near them a much more frightening prospect.
  • Infinite Phalanx - If you have 100 warriors lying around with no idea what to do with them, call them one group! They get a 4+ reanimation (3+ if you bring over 150), Relentless, Fearless (and Fear if you go over 100), and just won’t die! Support with Ghost arks. Really, use the older formations and add lords with Resurrection orbs, unless you really have this many toys.
  • Baleful Necropolis - 1 Vault, 8 Monoliths. Your standard floating doom city. This thing is expensive! Who has that much money and monoliths lying around? Field it if you have it, I suppose.
  • The Royal War Council of Mandragora - Expensive as all get out for the individual models (You need Imotekh, Orikan, Zandrekh and Obyron, an Immortal squad and a full Court). Combine with two or three Gauss Pylons and you can auto-win about any game. All those cool gimmicks? You can use them all at once! 1 free asset for being a high command during the break, plus one more for each of the three conditions won in the game. Oh and d3 victory points for satisfying all 3 conditions.
    • The conditions are rolled for in the beginning of the game. You must either kill a whole formation, kill an IC, pen their superheavy vehicle, make an enemy fail morale once, kill 3+ vehicles in a single turn, or keep the council whole for one turn without losses.


Remember how the Wardex explained that the entire operations of a Dynasty was essentially split into a whole ton of different little nodes that all connected to each other? Yeah, the GW Design Team decided to run a formation made of formations as the new FOC of the Necrons and it's honestly kinda evil because there are ways to easily circumvent normal restrictions thanks to the limits of the Decurion. It also doesn't help that doing this allows Living Metal vehicles to now ignore Crew Stunned and all members gain +1 to RP (meaning that Crypteks now feel kinda silly because now their job is pointless).

  • Reclamation Legion - Your mandatory force, this gives you an Overlord (anyone except for Imotekh), 0-2 Lychguard, 1-4 Immortals, 2-8 Warriors, 1-3 Tomb Blades, and 0-3 Monoliths. Yeah, you need to use the silly little jetbikes. However, getting this set up gives Move Through Cover, Relentless, and all members within 12" of the Overlord can re-roll 1s on their Rezzes.
  • Royal Court - Only allotted 1 per Reclamation Legion, this locks in an Overlord (who can be replaced with Imotekh), 1-3 Lords (One of whom could be Obyron), and 1-3 Crypteks (named or no). If the Overlord is Warlord, he can re-roll his WT.
  • The remaining forces are all locked to 1-10 per Reclamation Legion. And some of them are just MEAN.
    • Destroyer Cult - Destroyer Lord leads a pack of 1-3 Destroyers and an optional squad of Heavy Destroyers. The Destroyer Lord here can re-roll his WT if chosen and the Cult can re-roll to-wwound and to-pen.
    • Judicator Battalion - Triarch Stalker joins 2 squads of Praetorians. This grants the models Move Through Cover (though only the Stalker kinda needs it) and an models within LoS of the Stalker is targeted and the formation can now re-roll to-hit, to-wound and to-pen. Sweet.
    • Canoptek Swarm - A Spyder joins a pack of Scarabs and Wraiths. Sadly, you can't spam Scarabs until the cows come home without grabbing those other gits. They all gain Move Through Cover and Relentless and during the Movement Phase, members within 12" of the Spyder can either pick RP, Fleet, or Rending. All are neat, but Rezzing Scarabs is hilarious.
    • Annihilation Nexus - Annihilation Barge joins Doomsday Arks in blowing shit up. If the Doomsday Ark's Quantum Shields are out, then a Barge within 6" can shut their shields off to restore the Ark's shields.
    • Star-God - You can field the Nightbringer, Deceiver, a Transcendent C'tan, or a Tesseract Vault.
    • Flayed Ones - They're Flayed Ones. Nothing else.
    • 'Living Tomb - Obelisk comes with 0-2 more Monoliths. The Obelisk always enters Turn 2, and Monoliths don't scatter within 12" of it. Whenever a Monolith Deep Strikes, a unit of Infantry/Jump Infantry can jump from Reserves using the Gate.
    • Deathmarks - They're Deathmarks. What were you expecting?
    • Deathbringer Flight - 2-4 Doom Scythes. Pretty much your chief source of AA. Enemies within at least 12" of at least 2 of the Cronssants get -1 Ld and if one of them fires at something, the others gain +2 BS for each Scythe that fired on it.

Warzone: Damnos Formations[edit]

  • Translocator Flight - Drop in 3-5 Night Scythes. Brought to you by Damnos: The Grave-Maker! On the off-chance you have units that can’t deep strike for whatever reason, use this. The minimum 3 Night Scythes lets you use the 15” pie plate to take d3+1 units across the table. So, for 4 inches between each base, with 12 more for any of those units within a given Nightscythe +72” in base translocation could take you between 92” and 104”. Or an inconceivable 7 and 8.5 feet! Per turn! 300 pts never tasted so good.
    • Really, you could DS epic hordes of Warriors/Immortals, without scatter thanks to the right asset, right in front of enemy lines as long as a substantial portion of them are under the template. Even just 2 Night Scythes lets you use the 10” plate. This will wreck games and make folks flip tables.
  • Doom Scythe Deathbringer Flight - 3-5 Doom Scythes to be fired.
  • Perfect for wrecking vehicles or hordes of units for +1/2 against their number in S10 AP2 hits.
  • Canoptek Swarm - Join 1-3 Spyders with 3-6 Scarabs, with one of the Spyders to be leader.
    • Play this on the first turn. See Damnos book. Buy some instant mold and some sculpt dough, then save the cash to buy the Canoptek spyders and bases if you can’t mold things. Perfect formation for trashing enemy fortifications. 2-3 of those, with 40-60 scarabs total, should provide enough chances to destroy nearly all enemy cover/buildings. Expect to see more of mountains and forests for future boards as a result of this formation. As an extra bonus, when they DS, they get Shrouded.
  • Lawbringer Phalanx - A Stalker joins 2+ Units of Praetorians.
    • I suppose if you have the models...in any case, for the white dwarf version over the Warzone: Damnos book. Use the white dwarf version, if at all. The stalker could get void shields, extra AV and help the stupid praetorians not die.
  • Ghost Strider Phalanx - 1-3 Ghost Arks, 1-3 Warriors, 1-3 Tomb Blades.
    • As above, except the damnos one is ok. White Dwarf is still better. Can deep strike as a group once per game. Pair up with the Precise Coordinates strategic asset and you can potentially wreck a Titan. Use the white dwarf version instead. Quantum Shielding allows arks to have AV 15, but you need to roll 2+ to pass hits of any kind [even destroyer hits] onto the Tomb Blades.
  • High Court of Damnos - The Court has unique characters: An Overlord with Warscythe and Phase Shifter, an Overlord with the Staff and Tachyon Arrow, an Overlord with the Staff and a Rez Orb, and a Harbinger of Transmogrification with a tremorstave and harp of Discord.
    • The Shifter lord gets +2 on his Ever-Living rolls and gives all Warriors and Immortals within 24" Fearless. He's meant to get in the thick of it and ensure that those goons do too.
    • The Arrow Lord must roll a d6 for every enemy within 18" of him. On a 6, the enemy takes d3 random S8 AP5 hits (Which hit on the side armor)
    • The Rez Lord gives everyone within 24" Stealth. Kinda...meh compared to the others, but it gets the job done.
    • The Cryptek gives everyone rerolls on failed saves while he's alive.
  • Court of the Flayer King - An Overlord joins some Flayed Ones. WHY? Read on ahead!
    • Warzone Damnos gave us the impossible: A reason to play with Flayed Ones! One pack and an Overlord gets you a high command unit. Which means you could cheaply get a high command formation and free strategic asset with some spare ghost ark bodies and green stuff.
  • Host of the Red Harvest - A Destroyer Lord joins 3+ squads of 3+ Destroyers for mass destruction.
    • Something you do with an extra Destroyer Lord and too many destroyers. The normal ones get to fire all-together to make a flamer template and the heavies can fire together to make a STR: D weapon. Maybe not that great, but then again, since they count as one unit according to the book, they’re harder to route...
  • Warzone Damnos Pylon: A variant of the traditional/Forgeworld pylon. Use the Forgeworld book instead.

Shield of Baal: Exterminatus[edit]

  • Conclave of the Burning One - Two Crypteks must join a C'Tan shard. On the plus side, you get to use the shard's beefy T7 when rolling to-wound against this. The Shard also gets 5+ FNP, which gets dropped to 6+ FNP if a Cryptek dies and leaves altogether if the Shard is left alone. That said, stick the God Shackle on this and the whole unit gets T8!
    • This can be an absolutely amazing formation, for starters its very minimal, if you were going to field a C'Tan Shard anywhere in your army you should consider saving the Elites slot and taking this instead. You get to Combo the C'Tan abilities with Cryptek abilities which can save you points and stack up with each other:
    • Veil of Darkness would allow you to teleport a C'Tan to where you need it most.
    • Chronometrons become amazing if you run them in front of the C'Tan.
  • Zarathusa's Royal Decurion - Overlord, a unit of Immortals, 2 Warrior squads, A Ghost Ark, a Doom Scythe, Praetorians, a Stalker, a squad of Deathmarks, and 2 squads of Wraiths, all assembled in a mini-army. The Overlord gets to give the non-vehicle units Crusader, Counter-Attack, Fearless, or Monster Hunters for a turn. That said, if he leaves, the formation loses these rules too.
  • Anrakyr's Royal Decurion - Anrakyr joins a unit of Immortals (which you should upgrade), 2 Warrior squads, A Ghost Ark, a Doom Scythe, and Deathmarks. Sadly, all you get is a re-roll on Seize and a re-roll on Reserves while Anrakyr's still alive.
  • Guardians of Perditia - All formations slapped together. Everything's the same as it is, and the overlord of Zarathusa's formation also gets to give the special rules to any unit in this mob.

Former[?] Apocalypse Formations[edit]

RIP Previous Formations from books which have largely been superceded. Here’s how you can resurrect them for your gaming group.

Monolith Phalanx: one of the most HATED tactics in apocalypse, simply plonk 2-5 monoliths on the field and watch as all of your troops gain 5+ invulnerable saves which usually isn't much but consider that every, single freaking Necron will have it and gain bonuses to their RP rolls (revs on a 2+ lol) and you'll have an army that will simply refuse to die no matter what's thrown at it. Since Monoliths are absurdly durable and a large number of them is bound to ruin even a Titan's shit (especially if one or more of them is a doomsday monolith), you will win almost all the time even with 5th edition gauss weapon nerfs. If you convince your opponent to play with 3rd or 4th edition vehicle damage rules then you will be pretty much invincible. Keep a troll face on at all times while using this tactic and watch your opponents rage impotently. Monoliths are no longer as impervious as they once were, but have dropped in price significantly (35 points is significant?), so now you can compensate for your less durable Monoliths by fielding even MORE shit. Combine this with the Pylon formation to make your enemies cry. EDIT: No longer a formation, so unless your local group is very friendly and lets you not only count WBB as RP but also use things that don't really work and are outdated, you're SOL. Farewell Monolith Phalanx, the single best formation in Apocalypse. Dude, it’s totally valid. Just change the words “we’ll be back” to “Reanimation Protocols” because it’s the same thing! Still, ask your group.

• Resurrection Warcell: Is fine. Just drop the Resurrection Scarabs as a strategic asset and it should run just fine. Found in Apoc. Reloaded. This all-immortal load out allows you to summon spyders and/or scarabs on every turn and deep-strike them in. /notbadface/

• Stormcaller Warcell: Found in Apoc. Reloaded, and great for counter-attacking other deepstriking units. A barrage template that’s STR 7 and rending? Yes please! Just change the Necron wraiths to Canoptek wraiths and then explicitly make the Necron lord a destroyer lord, because you would have had to buy the upgrade for this unit in the last edition anyway. o Not to mention how totally boss it is to have wraiths with 2++ saves, a 2-foot bubble of Deep-strike denial [50/50 chance of mishap], just strike the strike-force rule and slap the new ‘battle formation’ label on it. And have fun with it.

• Undying Legion: 40 warriors and a Pylon. Functions a lot better than the Endless Phalanx. Free Resurrection Orb upgrade for all of them. Give them ghost arks for support and enjoy the lolz. Or use that Translocator Flight as mentioned above. Found in the 2008 Imperial Armor Apocalypse book.

• Gauss Pylon Network: Wait, how is this out of date? Just put 3 of them together and you have monolith phalanx. With pylons. Imperial Armor Apocalypse book. Then tell your opponent to hide their kids, hide their wife and hide their husband, cuz you’re blastin’ errbody up there! Buy old world globes and Necron parts.

Building Your Army[edit]


  • Dry Brushing - The only technique you will need to use to paint any sized Necron force.
  • Dip - An alternative to Dry Brushing. Spray everything chrome or a shiny metallic color. Then dip all the models in a brown wash. Blam, done. After assembling, you have any sized Necron force done in 30 minutes. Put some green as an added bonus.
  • Alternatively - The fact that Necrons are so commonly speed painted does not mean that's your only choice. Don't feel you have to paint them up as T-100 exoskeletons to be doing it right.

Buying & Collecting[edit]

The best and easiest way to start is the Battleforce + Catacomb Command Barge combo. This nets you everything you need to play a decent match at 705-955 points depending on how you set up your vehicles and Overlord. The trick is that the Command Barge comes with what amounts to a free HQ character in the included Overlord. That Command Barge alone is one of the best deals out there in the entire Games Workshop lineup.

HQ Choices: Your best bet will be a generic Overlord. One of these guys decked out in the right wargear, riding a Command Barge, is probably the most popular HQ selection. Anrakyr, Trazyn, and Nemesor Zahndrekh are all somewhat decent HQ choices, given the right circumstances. Vargard Obyron, Szeras, Orikan, and the Destroyer Lord, not so much (they're more along the lines of support HQ choices).

Keep in mind that Necron HQ and the Royal Courts they can unlock are incredibly good at buffing your army. Whether it be Anrakyr's Pyrrhian Eternals, Szeras' upgrades, or the Overlord's Phaeron ability, each HQ is tailored for both specific tactics or general enhancement. (Don't start out with Imotekh though. Sure deep striking Flayed Ones may seem nice, but the Stormlord's abilities are grossly overrated.)

Troop Choices: Warriors are dependable and you can have many of them. Problem is, your opponent will most likely charge them as she/he/it will know Warriors die when assaulted. Many will argue that Warriors is the way to go, while others praise the Immortals more. Truth of the matter is, you need both. Your Warriors should be your objective holders or mid line support, while your Immortals should be at the forefront capturing contested objectives or taking the fight to the enemy (better done with Anrakyr's upgrades.) Use both Troops choices.

Elite choices: Most of these are on the lower end of mediocre, but there are a few exceptions and niche uses for them. Deathmarks are your best bet to start out with, since they're good at taking out MCs/heavy infantry that the rest of our army has problems with. Pair with Harbingers of Despair for silly amounts of firepower. Lychguard are alright in larger games when you have a combat Overlord who needs an escort (Trazyn, Obyron, and Anrakyr are good for this) and as tempting as the Warscythes are, the Sword and Shield is usually the better call. Triarch Praetorians are terrible, and you should avoid them. Ditto for Flayed Ones. C'tan also suck, but are fluffy and can be entertaining if you want to try out a Tremor-Crons list. The Triarch Stalker is a model you'll either love or hate. It's twin-linking is useful, but only you can decide if it's worth the points.

Heavy Support choices: Monolith is tough, but not recommended for low point games. They cost a lot but can do a lot, too. If you absolutely need it, take only 1 (for now). Spyders are decent in close combat, but they're best served in a support capacity. Good for both repairing your vehicles and spawning more Scarabs. Doomsday Arks are powerful, but fickle. Doom Scythes have the strongest weapon the Necrons have at their disposal, but are also the biggest target. If you absolutely have to take it, take two. The Annihilation Barge is one of the best units in the codex. Spam them, if you can.

Fast attack choices: Arguably the best section in the codex. Scarabs are excellent at destroying vehicles, and they will come for free basically with your Warriors (if you have Spyders in your army, go crazy with Scarabs). Wraiths are realistically the best combat unit Necrons have. Take them if you have the points, or if you want a threatening counter-assault or deep-strike melee threat. Tomb Blades and Destroyers are great, too (sorry Tomb Blades, it's just too expensive to make you good). It's hard to know what to take and what to leave from this section. Unless you're going with scarabs and spiders spyders, pick your Fast Attack slots to cover and complement your other choices, not the other way around.

Transports: Catacomb Command Barge is considered one of the greatest vehicles in the game. No exaggeration. If you've got an HQ with a Warscythe, get him on one of these. You will not be sorry. Ghost Arks are great, but are for Warriors and Characters only. Keep in mind they can only fit 10 models inside, too. They're nice support if you're fielding lots of Warriors. The Night Scythe is for everything else. Move them flat out 3 feet into the enemy and unleash 10 Immortals with a barrage of fire.

Extra Elite Units[edit]

Want to get some extra units from the bitz of your battleforce? Build the immortals and then take the pieces of the deathmarks, get some greenstuff, thin wire, and 5 lollipops, eat your candy and keep the sticks, use one as a backbone to paste the deathmark back and head, then with some green stuff sculpt the chest of the deathmark (try to use a card for the rib marks), since this is going to get covered by the deathmark's rifle it doesn't have to look perfect, just enough to look decent (alternatively you can use plasticine and then cover it with a bit of varnish for extra hardness), paste the arms and rifle, then use 2 wires to add some detail in the back of the deathmark and the lower backbone, finally with some additional green stuff make a simple whirlwind and put the deathmark over it, now you got a deathmark phasing out of hyperspace! Add bright white-blueish/greenish colours to the whirlwind or black for extra effect. If you did well this means from now on you will always get 5 elites along and 5 troops from your battleforce or immortal set box! (or just build the deathmarks and use the immortal guns with warrior bodies.)

Building On Points[edit]

Start out anywhere between 750 pts to 1000pts. As you get used to the army, add in a Barge or two, some Wraiths/Destroyers/Tomb Blades and so forth. The choices above are just to get you used to the shooting and assaulting potential of the army. Obviously at 750 pts you won't be able to fit 1 HQ, 2 Troops, 1 Elite, and a Heavy Support choice. So take the HQ and Troops first. Also, if you're going to take a Royal Court, make sure you know what role would best suit your units. The Court is going to support whatever strategy you form as you learn the army. Take a Necron Lord with a Warscythe, Mindshackle Scarabs and a Res Orb for your Warriors, a Harbinger of Destruction with a Solar Pulse and Gaze of Flame for your Immortals, and you should be fine for now, if possible try the tip explained at the 'Extra Elite Units' section.


Tactical Objectives[edit]

11 - Thrall of the Silent King
You gain a bonus TacO. Achieving it with your Warlord grants +d3 VP on top of whatever it was originally worth. However, if you ditch this card, you also lose the bonus TacO.
12 - Dust and Ashes
Nominate a Necron character. If he survives to the end of the game and isn't falling back of jumping into reserves, then you win a 1 VP.
13 - Reclaim and Capture
Roll a d6. On odds, you need to capture all the odd objectives. On evens, you need to capture all even objectives. Either way, you win d3 VP.
14 - Age of the Machine
1 VP if you total an enemy gun emplacement, building, or vehicle during your turn, d3 VP if you kill 3 of more. If you kill a Superheavy vehicle or Mighty Bulwark, you gain 3 bonus VP for your balls of Necrodermis.
15 - Slaughter the Living
1 VP if you eliminate at least one enemy unit during your turn. Easy money!
16 - Code of Combat
1 VP if you issue a challenge. Pretty easy for your basic Scythe Overlord.
  • Croissants of Doom - Utilize the awesome spammablity of Necron Fliers. Max out your Heavy Support slots with Doom Scythes or take Night Shrouds if you have the points and money, and put your all Troops in Night Scythes. If you STILL feel you need more fliers, take some elite units (like Deathmarks or Lychguard) for even more Night Scythes or perhaps an allied detachment of Blood Angels for access to Stormravens. With very few codices having access to good AA, you'll clean house. Be careful to plan out your movements carefully, as moving fliers can be tricky, especially when you have six or more of them on the board. Be particularly careful with this list, use it responsibly against players who deserve it. Also, with the new IA Vol 12, you can now take one of the most overpowered fliers in the game! Plonk down 3 of the Night Shrouds and engage trollface. But beware of new Tau! Their markerlights can now boost BS for snap-shots, and their new Gundam Riptide can hit you with crazy amounts of Interceptor shots, and with 90" range there's no avoiding it. Not to mention that almost anything in this army can glance av 11 to death just by massive amount of S5 shots (or rending in case of Kroot snipers). This army can and will take down your Night Scythes and make it difficult for you to win. Cry about this. I dare you.
  • Wraith Wing - Fill up your Fast Attack slots with Wraiths, and give most (if not all) of them Whip Coils. For HQ, take two Destroyer Lords with Warscythes and Sempiternal Weave, add Mindshackle Scarabs if you have the points. You have a lightning fast army that can take on just about anything in combat. Put your troops in Scythes, but don't load up on them. Your real points should be in your Wraith units. Take Warriors in this list, Immortals are expensive and you need the Gauss for dealing with AV13-14. For fire support, take an Annihilation Barge or three.
  • Silver Tide - Look at the cover of the old Necron Codex. Then use that as a base for your Necron army. Toss in as many Warriors as you can (140 Warriors and a two Lords with Resurrection Orbs at 2020). Then practice the time honored tactic of stand and shoot. Worked very, very well in 4th edition and was pretty much unbeatable in 3rd edition as the sheer number of gauss weapon rolls would slaughter any vehicle through glancing hits and murder any infantry through auto-wounds. In with the addition of hull points in 6th edition, the Silver Tide is back with a vengeance. Take four squads of 20 warriors, and two squads of 10. Give the squads of 20 Lords with Res. Orbs and give the squads of 10 Ghost Arks. This plus an Overlord with a Catacomb Command Barge, Warscythe, Sempiternal Weave, and Mindshackle Scarabs will give you 2000 points even. The warriors on foot will march across the board with the Ghost Arks providing fire support, mobile cover, and additional resurrections as needed. The Overlord, meanwhile, will fly around and make a nuisance of himself. Watch your opponent flip the table after being unable to get even a single warrior to stay dead.
  • Scarab Swarm/Farm - Exploit the cheapness of Scarab Swarms. You simply fill your Fast Attack slots with Scarabs instead of Destroyers. Attach a Destroyer Lord with a Lightning Field (that was an old Codex tactic, Lightning Field is now Cryptek-only) and other close combat supporting Wargear and watch the Scarabs scratch away at your opponents and tarpit any infantry unlucky to encounter them for the entire rest of the game. This build is not the most effective, but it is one of the most entertaining builds for a Necron player. The new version of Scarabs in the Necron Codex means that everyone should run it at least once, just to watch them rape vehicles to death in a single round of close combat. If your opponent has a vehicle, even a Land Raider, and you have one or more units of Scarabs, you might as well put on Yakety Sax right now (unless it's a Land Raider Redeemer or a Baal Predator, or any other tank with a flamer on it, which ruins Scarabs' day...). Including 3-9 Spyders means you will have plenty to replace them with, however. Taking Imotekh as your HQ for his night fighting ability will help to ensure your scarabs make it across the table without being obliterated.
  • Royal Court Disco Inferno - A single Royal Court, fully decked out. 4 Lords with everything but Res Orbs, 5th Lord has everything including a Res Orb. 5 Crypteks, each a different Harbinger with all gear comes out to around 1050 points alone. Purchase HQ most befitting your opponent, spend the rest on Warriors or Immortals for the 2 obligatory troop choices. You'll have very limited anti-armour and anti-horde but against super-elite armies like Space Marines or especially Grey Knights, it'll make mincemeat of them. T5, 2+/3++ and 4+ Res Protocol will ensure these motherfuckers will rarely die and 10 S7 power weapon attacks (15 on the charge) will deliver a spectacular amount of CC violence. Remember Mindshackle scarab attempts, Lightning Field, Gaze of Flame defensive grenades, possible Ether Crystal usage and everything else. If things appear hairy, consider using some of your 5 Tesseracts or Veil of Darkness to the other side of the board. Requires high micromanagement but is surprisingly fun. For added CC lulz, use Zandrekh and stick Obyron in the Court and give them all Furious Charge. Also quite amusing when you force a Swarmlord to punch itself to death via Mindshackle. Harass and abuse to your metallic heart processor's content. In higher points games, take two of these. If you have the points left over after that, take whatever else you feel is necessary. If you really want to see your opponent smash the table in frustration, only take 4 lords and make the 5th Lord an Overlord and let them teleport them right in front of your opponent's line. Turn 1 is unleashing all of those staves and the Tachyon Arrow. Don't forget the shenanigans of the Chronometron, it is easily one of the more broken pieces of Wargear for its cost.
  • Speed Cron: Perhaps one of the strongest glass hammer lists in the game, this list focuses on using the fastest units possible in every. single. FOC slot. Put your Overlords in Catacomb Command Barges. For elite, either go with Triarch Praetorians with particle casters and voidblades, or stick a ton of Lychguard (Nerf'd, go with Deathmarks instead) in Night Scythes. For troop, whether you bring Immortals, Warriors, or both, shove them into Nightscythes. Fast Attack, bring out the Tomb Blades for jet biking fun. Heavy Support, Doom Scythes. Your opponent will hate you for all the cover saves, warscythe drive by's, twin linked tesla weaponry, and S10 AP1 lines of death you'll be bringing to the battle.
  • AV 13 Wall: Sometimes known as the Pirate Fleet or Ark Wing due to the appearance of Necron Ark vehicles (which look like pirate ships if you haven't noticed)(wut? Reed boat), this list places emphasis on AV 13 vehicles a-plenty. Take preferably 2 Overlords and stick them both into Catacomb Command Barges. Within their royal courts, take a metric shit ton of Harbingers of Destruction, these nasty bastards are then stuck into squads of warriors who you're really only taking for the Ghost Arks, take as many as possible. Then either take 2 Annihilation Barges and 1 Doomsday Ark, OR 2 Doomsday Arks and 1 Annihilation Barge, OR 3 Doomsday Arks and no barges. Top it all off with a couple Triarch Stalkers (one with Heat Ray, one with Heavy Gauss Cannon) from the elite section to grant Twin-linking to all your heavy fire power. The Amount of AV13/13/11 vehicles that you'll be throwing onto the field should be plenty enough to give your opponent a really bad day.
  • Tremor-Crons: Do you like making your opponent lose 1/6 (well, not so much, now that 6th lets you take armor saves against Dangerous Terrain wounds) of his army in his first movement phase? Do you want your opponent to stay the hell out of places of cover that happen to be difficult terrain? Then this build is for you! This list revolves around the use of Orikan the Diviner, a C'tan Shard with Writhing Worldscape, and tremor-teks. Orikan makes the entire board difficult terrain for your opponent on the first turn. The C'tan with Writhing Worldscape makes difficult terrain dangerous. Voila! 1/6 of your opponent's moving force just disappeared. Also a fantastic way to maximize damage from units such as doom/night scythes and doomsday arks in the event your opponent decides not to try to move to preserve his army as these babies will drop death upon his army like no other. For additional shits and giggles, Orikan has a chance to pretty much evolve into a cheap C'tan Shard (with a better save) during the game for a while (wear your troll face). And with the tremor-teks, you can make units suddenly find themselves in difficult terrain which just so happens to become dangerous terrain. Not as killy, now that 6th made it possible to armor save against Dangerous Terrain wounds, but still fun. For additional 1st turn hilarity, throw in Imotekh the Stormlord. Watch your opponent rage quit before the end of the first turn.
  • C'tan Hammer: Simple, fill up your elite slots with C'tan. Give them troll-tastic powers. Profit.
    • Anti-MC C'tan tip: A C'tan Shard with Time's Arrow and Entropic Touch costs 235 points. Field a squad of Wraiths with Whip Coils and send them ahead of the Shard to tie up any MC you want dead ASAP in CC. Waltz your Shard up to the MC and let rip Time's Arrow. Your target has only a 1/6th chance to survive being removed from the game completely, no matter his toughness, wounds, save or rules. Entropic Touch is there because it's cheap and can help whittle the MC down to size if it somehow survives. You're free to replace it to taste, but be aware of the points cost.
  • Indestructo-Lord: While hardly a game winning tactic, this is glorious for taking down IC's and small elite squads. Upgrade the Overlord you have by default to be armed with a Sempiternal Weave, Phase Shifter and Warscythe and watch him hand anyone's HQ their ass on a plate as he soaks up an unholy amount of damage.
    • For added trolling, throw in Mindshackle Scarabs and a Tesseract Labyrinth. There is nothing funnier in the game than watching Mephiston take wounds off himself before failing a Wounds Test and being removed from play. For 195 points it is liquid cheese spread. Mm-mm-mmmm.

Apocalypse Tactics: Necrons[edit]


• Pylon spam: Pylons are probably the single most rapetastic unit to ever grace apocalypse. They're very durable for 420 points at AV14 6 HP, they can deep strike with the worst possible outcome as losing a single HP, they can reach across the board with a ridiculous 120" range strength D main gun that does not care about any saves, aircraft are no safer against it than anything else, and if anything gets even moderately close to it, it can unleash an unholy amount of flux arc shots at absolutely every enemy near it. A trio of pylons is capable of obliterating almost any single unit (on average 3 do 24 HP/wounds - that's 2 Biotitans, 3 Hierodules or a Reaver Titan). Here are some instructions on how to build the things for stupid cheap if your group lets you scratch-build stuff. Site is dead. =( Fortunately, you can just build some using old bits and globes. Use the old FW rules or just the IA12 set. The new pylon is a variant.

• Transcendent Assholes: With new rules comes new dickery. Necrons have become substantially better in new Apocalypse with the addition of Transcendent C'tan. Why? They get an Str D hellstorm and 12" (18 if u splurge for more) move. Necrons can also force night fighting, which means enemies are limited to 36" range. That means that anything 30.5" away from the C'tan (i.e. most of what can shoot at it) can be hit with Str D automatically. The real benefit though comes from the shield generator - run 4 side by side and hide them with a shield. As soon as possible, run them into combat then retreat everything else the fuck away. Why? When a Transcendent C'tan dies, it hits everything within 4d6" automatically at S10 AP2. Essentially, you use them as suicide bombers - rush to the enemy as they can't ignore the Str D, then watch it blow up a ton of shit because it died. That's right, this is a shooty combat unit that punishes your enemy for killing them. Did I mention the models are really small too (as small as a normal C'tan model) so you can just hide them too?

• The Deep Strike: This thing has more punch than Rihanna’s face! Take as many psychomancer Crypteks with veils of darkness (one...) as you can. And anything else that can deep strike, like jump pack units. Go first or second at your choice. Then use your strategic asset on “Precise Coordinates.” Then jump on the maddafakku like a hungry hobo—deep strike next to his HQ units with Deathmarks and get the easy SVP’s. Attack behind enemy lines in the perfect counter-deployment BY STANDING RIGHT NEXT TO THEM ON THE FIRST TURN. Prepare to lose friends over this! It is now the most single game-breaking tactic for Necrons. You only need to really be afraid of Tyranids/IG for sheer number of bodies and Grey Knights, who hate deep-strikers with a passion.