Warhammer 40,000/Tactics/Necrons(8E)

From 1d4chan
Jump to: navigation, search

Why Play Necrons

Because you like insane ancient Egyptian space robots, who do not know pity or remorse or fear and absolutely will not stop, ever, until you are dead. Also because you enjoy assaulting people to steal their clothing, footwear, and two-wheeled powered land conveyances so you can put them in your ancient Egyptian kleptomaniac Tesseract Vault next to your Primarch collection.


  • Between vehicles with an assload of wounds, Living Metal to get those wounds back, and troops that can literally stand back up, you are a durable army that can hit hard and take just as much.
  • Your most basic troop guns are (so long as you take Gauss) at least AP-1, something no other full army can claim.
  • If on the other hand, you take the occasional opportunities to bring Tesla instead of Gauss, you can give up that AP to put out a lot more shots, while still retaining the Strength and BS to shred unarmoured targets.
  • Quantum Shielding, when it works.
  • Because you like fragments of ancient star gods riding up the battlefield unable to be targeted by shooting (except for snipers).
  • Your equivalent of psyker powers (Powers of the C'tan) can't be blocked by Deny the Witch or suffer Perils of the Warp because they're not actually psyker powers. Nor are they affected by things like the Culexus Assassin.
  • You can effectively Deep Strike INFANTRY squads within 2" of the enemy thanks to Night Scythe Invasion Beams, circumventing your slow movement speed.
  • No single unit that screams "op geedub nerf when?" that you have to base your army around.


  • For once, accusations that you're a slow army are actually true. Most of your stuff is moving a mere 5". This is compounded by your Gauss weapons relying on their 12" Rapid Fire range to remain points efficient, making it possible for opponents to dramatically lower your damage output by keeping you at arm's length.
  • Quantum Shielding, when it doesn't work.
  • Scarabs are no longer the bane of anything with an armour value.
  • Transcendent Shards are...
  • Necrons have no friends.
  • People playing Necrons have no friends May not be true anymore.
  • Most units have barely any toys to customise your dudes.
  • You're almost defenceless against psykers, with only one regular unit actually capable of making Deny the Witch rolls (Canoptek Spyders, and then only by buying a Gloom Prism for them) and no actual powers of your own.
    • The Forge World Canoptek Tomb Sentinel and Tomb Stalker can also buy Gloom Prisms if your budget extends to Forge World units. That's still only three relatively expensive units in your entire list with a single deny each, though.
    • Pariahs would be nice. However, GW forgot that they exist.
    • Voidmancers would be nice. However, GW forgot what made Crypteks fun.
  • No single unit that screams "op geedub nerf when?" to base your army around.

Faction Keywords

As one might suppose, it's NECRONS. Beyond that, you've also got your <DYNASTY> wildcard, which is fixed for some special characters but freely chosen for most units.

Special Rules

Factional Rules

Almost all of your units have one or the other of the following:

  • Reanimation Protocols: At the start of your turn, roll a D6 for each dead model unless the model's entire unit is dead (NB - models that flee due to failed morale tests do not count as dead. Not that you should be failing morale tests with an army-wide Ld10, but it happens occasionally). On a 5+ the model returns to life, with its full complement of Wounds if it had more than one. Reanimated models must be placed in coherency with a unit member that has not also Reanimated this turn, and more than 1" away from any enemy models. If you can't meet these deployment conditions, the model fails to reanimate. All of your squad-based 1-or-2-wound-per-model units (and Destroyers) get this one.
    • Note that failing the 5+ roll does not prevent the model from waiting and trying again next turn. The only thing that puts Necron squads down permanently is wiping the whole lot out or making them fail morale tests.
      • Always remember to put your "fled" models in a separate pool from the "slain" ones so you can tell how many you have left who can reanimate.
      • LD10 is only immune to morale up to 4 models slain, and you will guarantee a loss of an entire 20-model unit at 15 models slain; a Lord for re-rolling morale can't fix this, although for the values in between, re-rolling morale is nearly as good as +1 LD. Broadly speaking, it's better to field more units to begin with than to bother with a Lord, particularly if you're fielding anything that isn't Warriors, as smaller unit sizes make Lords even less useful.
  • Living Metal: Units with this rule recover one lost Wound at the start of each of your turns, or D3 if they've got a Phylactery. Most of your CHARACTERS, VEHICLES and other individual model units with lots of Wounds get this one.

Other Notable Rules

  • My Will Be Done: Most of your HQ choices have this. One <DYNASTY> INFANTRY unit within 6" gets +1" on Advances and Charges, and +1 to hit to both ranged and melee.
    • Anrakyr The Traveler's and Imotekh The Stormlord's versions of this rule target a NECRON INFANTRY unit instead. Which means they are the only Overlords that can use this ability on Praetorians (who don't have a <DYNASTY>) or on units not in their own <DYNASTY>. In Anrakyr's case, this is the only reason he can use the ability at all, lacking a <DYNASTY> of his own. This also means they are the only two Overlords that Illuminor Szeras respects enough to follow their commands on the battlefield.
  • Quantum Shielding: All NECRON vehicles except flyers and those who are TITANIC get this, and it combos well with Living Metal's regeneration to make them very tough to bring down. If you can roll under the damage of a successfully wounding attack on a D6, you ignore it. As a result, your vehicles are more vulnerable to massed low damage but high strength firepower (e.g. squads firing overcharged plasma guns or equivalents) than they are to more traditional high-damage anti-tank guns like Lascannons or Krak missiles. Autocannons will still ruin their day though.

Powers of the C'tan

Your equivalent of a psyker discipline. Used by your C'tan shard(s)/Tesseract Vault in the Shooting phase (as they aren't ranged weapons and therefore don't follow the usual process, this causes some weirdness with target selection - you still can't pick out CHARACTERS with <10 Wounds because that rule is worded to apply to any target selection in the Shooting phase regardless of source, but RAW you can do things like shoot these powers into or out of melee or after Advancing). Roll a D3 for random powers if you're indecisive, or Just pick them.

  1. Antimatter Meteor: Closest visible enemy unit within 24" suffers D3 mortal wounds on a D6 roll of 2+.
    • Basically Smite, although not quite as good; same chance to succeed in most cases (and immune to Deny the Witch), with improved range and no chance of Perils, but no overbleed if you roll well. Particularly relevant because you don't have access to Smite, as you have no psykers. Better than Seismic Assault against any unit of 10 models or less.
  2. Time's Arrow: Choose a visible enemy unit within 24" and roll a D6. If the roll exceeds that unit's Wound characteristic, one model is instantly slain.
    • Basically garbage, because C'Tan powers happen in the Shooting phase, and hence can't be used to assassinate Characters, which would otherwise be the only use-case for this power. While Antimatter Meteor will generally be able to do what this power does, but better, there are niece situations for this power. For example if you are facing a lot of enemies with 3 wounds, Meteor needs to roll 2+ then 5+ to take one out, whilst Time's Arrow does it on a 4 up. It also still has a chance to remove 4 wound models on a 5 up. Meteor is much more versitile in that it can still do a minimum of 1 would on success whereas Time's Arrow is all or nothing, but since you pick powers before the battle starts, you can go with Time's Arrow in the (very few) situations it can win out over Meteor, like when facing a Custodes army or tons of elite Tyranid units.
  3. Seismic Assault: Closest enemy unit within 24" rolls a D6 (did you spot the theme here yet?) for every model in it. The unit suffers a mortal wound for every 6+ rolled.
    • Unlike almost every other ability of this type (mostly aircraft bombs), there's no upper limit on the number of dice. Statistically, this beats Antimatter Meteor in expected damage whenever targeting a unit with 11 or more models... which means it's pretty rare. Still, the chance to dump 8 extra mortal wounds on that Conscript or Boyz squad that's trying to tarpit you is sometimes worth it, and if you've got luck on your side this will wreck entire armies for you.

Warlord Traits

There are currently no faction specific warlord traits for Necrons until the Codex drops sometime in the distant future. They inherit these from the generic list in the core rulebook:

  1. Legendary Fighter: If the Warlord charges in the Charge phase, add 1 to their Attacks until the end of the Fight phase.
    • Depending on the HQ, this could be decent if you can leverage a number of charges in over the course of the game.
  2. Inspiring Leader: Friendly units within 6" of the Warlord add 1 to their Leadership.
    • With base Leadership of 10 this seems a bit redundant; however, could be good for keeping that 20 man blob of Warriors on the table.
  3. Tenacious Survivor: Each time this Warlord loses a wound, on a 6 he doesn't lose it.
    • Gives an average of ~1 more wound to a normal Overlord. Maybe the best choice? Could also be decently worth it on a C'tan Shard.


Melee Weapons

  • Hyperphase Sword: Your standard AP-3 melee Power Sword equivalent, for a bargain 3 points.
  • Voidblade: Errata 1.1 made Voidblades a Hyperphase sword that gives you an extra attack. Now they're actually worth spending the extra 3 points on.
  • Warscythe: Two Strength and one AP and Damage over the Hyperphase Sword. Costs 11 points (down from 20 in 7e). Still the bread and butter of all your characters. Remember that the Warscythe actually costs less than the Staff of Light now.
  • Whipcoils: Even if a model with these equipped died in the Fight Phase, they still get to attack in that Fight Phase. No benefit besides that. Note that the Wraith's regular attacks have -1AP but the Whipcoils don't, so their dying attacks are a little weaker. Do note that Wraiths in no way replace their Vicious Claws when they take Whipcoils, and Whipcoils do not limit the last attacks to be made with the Whipcoils, so you do still have a choice to get that -1 ap.

Ranged Weapons

Staff of Light

TBD A combo ranged and melee weapon for the royalty of the ancient. Its ranged profile is S Overlord ap -2 and 3 shots, its melee is S user ap -2. Unlike most editions it costs more than the warscythe, though seeing what the warscythe is like now you may wish to take the extra shooting.

Gauss Weapons

Overall Gauss has gotten better AP because everything wounds on 6s now. If you have a Tesla option, Tesla is better unless your opponent has massed 3+ armour saves and you can get the majority of your shots within Rapid Fire range (where applicable). Gauss is amazing against 2+/3+ armour, and mediocre against almost everything else.

  • Gauss Flayer: Standard Warrior weapon, an AP-1 Bolter.
  • Gauss Blaster: Standard Immortal Weapon, S5 and AP-2.
  • Gauss Flayer Array: 5 Gauss Flayers. With vehicle firing arcs a thing of the past, a Ghost Ark is now a portable squad of Warriors. In addition to the actual squad of Warriors it can unload.
  • Gauss Cannon: This comes with normie Destroyers and is a higher damage version of the Blaster. It is Heavy instead of Rapid Fire, but Destroyers ignore the penalty.
  • Heavy Gauss Cannon: Your Heavy Destroyer single target removal. High Strength and AP with a D6 Damage make this hit like a truck, against 1 dude. DON'T SHOOT THIS AT 1 WOUND INFANTRY.
  • Gauss Flux Arc: A Heavy 3 Gauss Blaster.

Tesla Weapons

Tesla treats every hit roll of 6+ as 3 hits instead of 1. Don't forget about this on Overwatch, as all your Overwatch hits will trigger this (Overwatch is always made as a straight 6+ roll ignoring all modifiers). Also bear in mind that any effects that modify your to-hit rolls change the threshold for triggering Tesla as well. My Will Be Done lets you trigger it on 5+, as it adds 1 to your hit roll rather than modifying your BS, and conversely Advancing and firing Assault Tesla weapons, shooting at Flyers etc. mean you can never trigger Tesla, as any 6s you roll will be reduced to 5s or worse.

  • Tesla Carbine: This beauty is now Assault 2, meaning you can fire it after advancing. Be aware that as above, you lose the Tesla trigger when Advancing, unless you counter the penalty by buffing them with My Will Be Done.
  • Tesla Cannon: Better than above with 1 more shot and Strength.
  • Tesla Destructor: The Destructor is really good, just not quite as good as a Sphere. 7 strength and 4 shots will tear through most horde armies. The Twin Tesla Destructor will bomb up even more with its 8 shots. Although anything that has 1 regular Tesla Destructor seems to have 2 of them, yet this may change.
  • Tesla Sphere: 1 more shot than the above and placement on TITANIC models provide plenty of reasons not to charge due to Tesla's strong Overwatch.

Other Wargear

  • Resurrection Orb: Almost identical to 7e, once per game throw Reanimation Protocols again for one NECRON INFANTRY unit within 3" of the wielder. Doesn't stack with the Ghost Ark's Repair Barge; and, because it's not restricted to Warriors like Repair Barge is, you should probably be using it on something else (like, say, your Destroyers). Pretty cool for those clutch moments when your 20 man blob has been reduced to 2 guys and you *really* need it to not die. 35 points.
  • Phylactery: Living Metal restores D3 wounds instead of 1, 15 points. A solid durability upgrade that bizarrely, only the Destroyer Lord has access to. Imotekh tekh-nically has it too, but his own version.
  • Dispersion Shield: Halfway between Storm Shields and Combat Shields at a 4++. At a whopping 15 points each, you're really paying through the nose for these compared to the 5 (15 on CHARACTERS) points Marines pay for a Storm Shield.

Unit Analysis

HQ Units

  • Overlord: The once customizable close combat monstrosity can now only replace his Staff of Light with a Hyperphase Sword, a Voidblade or a Warscythe. Phase shifter is no longer optional. The only optional upgrade is now the Resurrection Orb. The main reason (and it's a good one) to buy an Overlord instead of a Lord is his buff My Will Be Done. Even with Warscythe and Resurrection orb (usually the sensible kit) he only comes to 148 points, which is cheaper than any of the named Overlords (except for Trazyn who has neither Orb or Scythe). For 19 more points, you do get Anrakyr however. Certainly, has his place as the leader of a Necron army.
  • Lord: Comes with The Lord's Will special ability which lets you reroll failed morale test, which arguably makes him better at babysitting 20 man warrior blobs than a Cryptek (The Lord is the stern father compared to the protective mother of the Cryptek). He is also your cheapest option for a Resurrection Orb carrier, at 126pts with his Staff and the Orb included. Replace the Staff with a Warscythe to make him 119 pts, or if you are only taking him for the orb, replace it with a Voidblade Hyperphase Sword for your cheapest Resurrection Orb carrier at 111 pts.
  • Cryptek: Your defensive buff-bot. Every <DYNASTY> unit within 3" gets +1 to RP rolls, and the INFANTRY get a 5++ against shooting too. Just over a hundred points including his Staff of Light. Still no fun Harbinger options, but for that, you can take Szeras or Orikan and pretend you are playing 6th edition. Is pretty great if babysitting multiple Warrior blobs. Like a parent that prefers to keep their kids within eyesight.
  • Destroyer Lord: Lost some versatility in that he only buffs Destroyers and Heavy Destroyers. Yet, comes with Phase Shifter standard and 1 more attack than a Lord or Overlord and 1 more wound than the Overlord. His high movement does allow him to zip around to use the Rez orb when most needed. Though that is one use only. Despite being the only HQ that can take a phylactery there doesn't seem to be that much to him. An ok melee unit that buffs shooting for 2 specific, already expensive, units. And despite being a Lord, doesn't have the Lord's Will rule for morale support. He doesn't even really excel at vehicle or monster hunting. Take if you have a massive Destroyer and Heavy Destroyer gun line. Otherwise, if you are in the market for a more durable, faster and dakkadakkadakka Lord, perhaps take a glance at the next entry... As it is basically an improved Destroyer Lord, without an Invulnerable save.
  • Catacomb Command Barge: Has Quantum Shielding and a Gauss or Tesla cannon like a vehicle, but doesn't get worse as it takes damage (just like the Annihilation barge). Also includes a 12" version of My Will Be Done, the ability to charge flyers with a Warscythe, and the privilege to laugh in the face of Dark Eldar carrying poison weaponry (because it's a VEHICLE). For 160-170 points (depending on weapons), before taking a Resurrection Orb, it is a very worthwhile upgrade to consider for a vanilla Overlord. It also has the benefit of being available to many players, as the Annihilation barge may not be auto include it previously has been. If only named Overlords could still take it.
    • Errata 1.0 added the CHARACTER keyword to the barge, instantly transforming it from a useless liability that would get alpha'd on turn 1 into a genuinely good unit.

Special Characters

  • Imotekh the Stormlord:.
    • Comes with free Phylactery, buffed Staff of Light (which sits between that and a Warscythe) and gives reroll 1s to nearby Flayed Ones. Lord of the Storm was however slightly buffed, picking a unit (but not CHARACTER) within 48" and roll D6, with the target receiving mortal wounds equal to the die unless a 1 was rolled. Includes a chance to bounce at units within 6" on a roll of 6. He is awkward, especially for his point cost. Yet, shooting mortal wounds at a tank is useful.
    • Errata 1.0 raised his Leadership from 9 to 10, to match everything else in the army.
  • Nemesor Zahndrekh: .
    • Counter Tactics lets him turn off all aura abilities on an enemy CHARACTER within 12", activated the beginning of the enemy turn and lasting until the start of their following one. Fuck your Chaplains.
    • He can buff one unit a turn with My Will Be Done like other overlords, but can also hand out a random one of +1 attack, +1 BS, or charge rerolls to a similarly nearby SAUTEKH INFANTRY unit with his unique ability Transient Madness.
  • Orikan the Diviner:.
    • He's basically a beefier Cryptek. His 5++ aura is bigger, and he has a better weapon and statline (which gets even better if you roll for The Stars Are Right). Not bad for the small increase in cost. Instead of being an improved C'tan shard in terms of stats he is now worse in that regard; worse weapon, worse inv save, worse movement and worse wounds. Yet, still buffs and Living Metal remains.
  • Vargard Obyron:.
    • He's a proper bodyguard that can soak wounds for Zahndrekh. If he is slain in melee he still gets to fight that turn anyway thanks to Cleaving Counterblow, and allows SAUTEKH units within 6" to re-roll failed Morale tests (not that that happens often to your Ld10 small-unit-size Necrons).
    • Ghostwalk Mantle lets you bring the Vargard, and a friendly SAUTEKH INFANTRY within 6" of him, across the board to within 6" of Nemesor Zahndrekh. And only if it is within 6" of Zahndrekh, meaning he is less viable alone. The nerf to his counter attack further cements his position as a bodyguard, instead of bodyguard and awesome lord.
  • Anrakyr the Traveller:
    • Now S6 base instead of Furious Charge, his S8 Warscythe can put in some good hurt. His Mind in the Machine was also buffed in that he now gets to pick the weapons he wants to fire; no more getting stuck with a Heavy Stubber or Big Shoota, Anrakyr is going for the big guns. Recommended in all Apocalypse styled battles to counter That guy.
    • The fact that he gives all nearby NECRON INFANTRY units an additional attack puts him securely in the close combat buff Lord position. Anrakyr should be next to squads of Lychguards, Praetorians and Flayed Ones (4 attacks<5 attacks) buffing them up on the front lines while taking the enemy army's vehicles for a spin.
    • Side note: He is one of two named Overlords who can boss Szeras and Praetorians around with his Dynasty-less My Will Be Done.
    • Entertainingly, due to poor wording on Mind in the Machine, unlike the similar Psyker powers available to Genestealer Cults and the Inquisition, Anrakyr actually shoots the gun he "borrows" - he still uses the original owner's BS, but the shot originates from the Anrakyr model, not the original wielder (Anrakyr himself is described as making the shooting attack, rather than forcing the wielder to make it as the two powers do).
  • Illuminor Szeras:
    • Special ability upgraded, now enhances 1 Warrior or Immortal unit per turn instead of per game, as long as he is within 1" of an eligible unit (Warriors or Immortals who have not been upgraded yet this game). BS buff is useful since it means you won't have to use My Will Be Done on that squad (unless it is tesla Immortals), S is useful for... If you also brought Anrakyr and thus get weaponless Lychguards. T is useful against... S4, S5 and S8-9 weapons (only?), otherwise it doesn't really matter. So he can give out more buffs, yet the buffs overall have become less valuable. Still a fair enough trade. Unlike My Will Be Done buffs are given out at the end of the movement phase, allowing some repositioning.
    • A slight bummer about Szeras is that he doesn't have the 5++ bubble other Crypteks have. Orikan, however, gets both special Cryptek rules.
  • Trazyn the Infinite:
    • Similar to his previous incarnations, he has the Surrogate Hosts special rule which lets him take control of one the NECRON INFANTRY CHARACTERS in your army as long as they aren't named. This happens when he dies on a roll of 2+, but he only comes back with D3 wounds. Turns out a 1 wound named character was hiding in the 5 wound Overlord.
    • His Empathic Obliterator now does D3 mortal wounds to units in the same <FACTION> within 6" of a CHARACTER slain by the weapon. Note this does not respect friendly/enemy status, if you're fighting other NECRONS you can very easily kill yourself with this. If you can get into close combat and kill a character with him that is. Shame that the Tesseract Labyrinths are no more.
    • He is also the cheapest named character.
  • Kutlakh the World Killer (Forge World):
    • This is what we have instead of the Maynarkh Dynasty army. Remember the rather awesome Oblidax sword he had? It is a force sword now, deal with it. Also got Phylactery and reroll hits against units with lower leadership than him, 2+ rerolling ones, but again, his weapon is just a force sword. However, Maynarkh units with 12" of him can charge after advancing. If only Flayed Ones could advance after deep striking.
  • Toholk the Blinded (Forge World):
    • Vehicle support Cryptek, with T5. Gives one Necron vehicle near him per turn a Phylactery wound regen instead of normal living metal, which means he does pair with repair Spyders. Comes with reroll for seizing the initiative upping it to a respectable 31% chance. Also, has an Aeon stave. Which, has no reason to exist. Units wounded by it can't advance the next turn, which stops Harlequins who disengaged you if... they were gonna run away, they now run slightly shorter. 165 pts, a little expensive for what he is, but vehicle-based armies like him, no one else does.


  • Necron Warriors: Our basic Infantry model, if using them you're better off taking them as 20 man blobs since Reanimation Protocols are more effective the more models there are in the unit. Even without a Cryptek, they can expect to get a third of their casualties back per round, which makes them a difficult unit to remove from the board. With a Cryptek and a Ghost Ark to give them a pair of 4+ RP rolls, they simply will not die unless your opponent can obliterate all of them simultaneously. They are armed with Gauss Flayers, which are AP-1 bolters. AP could have its own article, but the TL;DR is that AP-1 makes Flayers twice as effective against TEQs as Bolters, and a third more effective against MEQs than a bolter. Also down by a point since last edition.
    • A note on durability: An Immortal takes approximately 1.5 times as much abuse as a Warrior to kill (the actual math depends on the AP of the incoming fire - 1.5x is for AP0); this is cost efficient since they also do more wounds per point than Warriors against the same targets, but it also means a unit of 10 Immortals takes roughly as much work to kill as 15 Warriors, and you can get Warriors up to unit size 20. You only need 1 unit member still alive to Reanimate, which is one reason why maximum size Warrior units are so popular.
      • Against AP-1, Immortals can take 1.33x the abuse; AP-2, 1.25x, and AP-3, 1.2x. Against AP-4 or better, they both die at the same speed.
        • Under a Cryptek, Immortals are still 1.5x and 1.33x against AP0 and AP-1, but at AP-2, both units become the same durability again, which is why fielding Warriors with Orikan the Diviner is so immensely popular.
  • Immortals: 17 point base with a 3+ save. The Gauss Blaster is S5 AP-2 Rapid Fire, while the Tesla Carbine is Assault 2 S5 Tesla. Tesla gives your army more flexibility because Assault weapons can still be fired after Advancing, while Gauss eats Space Marines alive. (Wounding on 3s, 5+ save). Do note that My Will Be Done boosts Tesla Carbine effectiveness significantly, causing triple hits on 5 and 6 - and also that Advancing and firing them, while possible, stops you from getting a triple shot because of the -1 to hit (or you can combine both to Advance an extra inch, fire normally, and Charge an extra inch too).
    • See the Tesla vs Gauss section in the Talk page for the mathhammer, but here's the TL;DR: Ask yourself these three questions: Can I make sure my Immortals will stay inside 12"; Does my enemy have lots of 3+ or better saves; Does my enemy have no horde units. If you answer "No" to any of those, Tesla is better (you can put out an average 20 wounds per turn at 24" against any hordes with less than 5T and no save, and it only starts losing out to Gauss against 4+ and better saves). Otherwise, stick with Gauss.
    • Tesla vs Gauss boils down to saves, provided both are in 2-shot range: Tesla is better against 6+ or worse, they are even against 5+, and Gauss is better against 4+. An Overlord improves the situation such that Tesla is better against 4+ or worse and Gauss is better against 3+ or better, but that Overlord wasn't free, don't forget.
      • Note that even with a minimum-cost Overlord and a maximum-size unit, both Warriors and Immortals lose cost efficiency by bringing the Overlord to buff them.
    • Effectively, if you manage to average to shoot once each round on average with Gauss Blasters (for example shooting twice on normal range and once on rapid fire range over 4 rounds) you will be able to deal more damage even than Tesla immortals buffed by an overlord and shooting one extra round while advancing (while still being buffed by that overlord). So while Tesla is way more adaptable the save reduction of Gauss and the rapid fire manages to be better if you can manage to fire in rapid fire range for two rounds, or the enemy gets a 4+ save or better consistently, and you will suffer approximatevely the same losses being in or outside rapid fire range (as Tesla immortals can leverage the advantage of their weapon rule by staying outside rapid fire range and so be more effective than enemy troops, however that would allow the enemy to dictate your movements and if you're playing offensive with that troop eventually you will want to close the distance).

Dedicated Transport

  • Ghost Ark: Quantum Shielding and Repair Barge make this a combination healer and fire support platform for your Warriors, but its effectiveness as a transport has been crippled. You can only transport Warriors or Characters, which means while you can get a near-destroyed squad back up to size 10 while hiding in the Ark (that's its maximum transport capacity), your Characters generally want to be standing around supplying buffs, not hiding in a transport. Repair Barge allows one unit of <DYNASTY> Warriors (Note - Warriors, not INFANTRY) within 3" to make a second Reanimation Protocols roll at the end of the Movement phase, in addition to the normal RP roll at the start of your turn (can't be triple-stacked with Resurrection Orb though). The removal of firing arcs for vehicle weaponry lets it make much more effective use of its own gun arrays, but the units embarked inside cannot attack in their Shooting phase due to the removal of Open-topped. The Ghost Ark's usefulness as a transport is nearly zero because one more round of shooting or two RP rolls in the same turn is almost always better than hiding and losing the use of the unit for the turn. This ability is useful only when your Warriors Fall Back from melee (as then they can't do anything else anyway), or when the squad is down to only a couple of models and you want to try and avoid having them wiped out (and there are enough turns left to make the wait for them to reanimate and disembark worth it).
    • Don't forget that the Ghost Ark has FLY, however - it can pull out of melee and still shoot, which gives you a couple of potentially useful options. First, any Warriors already inside when the Ark is Charged can hop out of the back (as long as the Ark isn't completely surrounded) before the Ark retreats, allowing all of them to shoot that turn (and potentially Charge too) at point blank range; second, if your 10-model-or-less Warrior squad gets trapped in an undesirable melee (i.e. one where they won't inflict useful damage, or risk being wiped out this turn), you can Embark them into the Ark in your Movement phase and FLY right on out of there. They still won't be able to do anything else this turn (although the Ark itself can shoot), but they've got an extra layer of protection and can retreat much further inside the Ark than they could on foot.


  • Lychguard: Lychguard are now a real honour guard as well as your cheapest warscythes, by far. On a 2+, they can take a mortal wound to negate a wound suffered by a <DYNASTY> CHARACTER within 3 inches. Do note that this means they cannot take a wound for either Anrakyr the Traveller or Illuminor Szeras, suppose they cut their paycheck or something. Besides that, they have 2 wounds and attacks, 5 toughness and strength, 3+ WS. They have a base cost of 19 with Warscythes costing 11 and Dispersion Shield and Hyperphase Sword costing 18. On paper they look like mini combat monsters, however 5" move and no other way to get them into battle leaves a bit to be desired. Prepare to get kited all day. Unless you drop them in with a Monolith, Night Scythe, Zhandrek + Obyron or The Deceiver.
    • Remember that most of your CHARACTERS have Living Metal before you go diving in to block every last wound with these guys - your lords will regenerate 1 point of damage by themselves each turn, the Lychguards won't. Lychguards do still have Reanimation Protocols though, so you shouldn't be too cautious.
  • Deathmarks: As the faction's snipers, they inflict an extra mortal wound on a wounding roll of 6+ and can target CHARACTERS. Deathmarks properly get to ambush squads coming in from reserves with an extra turn of fire using their ever lovely, Rapid Fire sniper rifles. It can be worth bringing a squad along just for the mind games. "Oh you could bring in your support squads, but wouldn't it be a shame if something were to happen to them?"
    • Their simple weapon profile deceives, coupled with the extra round of shooting, Deathmarks have become what they were supposed to become; the tabletop equivalent of a cock-block.
    • Think twice before ambushing Deep Striking transports like Drop Pods or Tyrannocytes. The Deathmarks' ambush and the unit deploying from the transport both happen "immediately" after the transport arrives from reserves, but as it's your opponent's turn they get to pick which action happens first - so obviously they'll always have their guys disembark first and leave you shooting an empty transport. Sorry, no blowing up Drop Pods in midair with the passengers still inside. Unless they somehow arrive from reserves during your turn, or your opponent is gracious enough to let you resolve the Deathmarks first for no reason. In addition, no you can't target the squad that disembarked, the rule sticks you with shooting at specifically the unit that arrived on the table.
      • However, you can target enemy Necrons "disembarking" from a Night Scythe/Monolith, as that is worded as a set-up/deepstrike, rather than a disembark.
      • Note also that even in the Drop Pod situation above, the order is Drop Pod deploys, Deathmarks deploy, Drop Pod contents disembark, Deathmarks shoot the Drop Pod, so you can use the Deathmark drop to manipulate the disembark - for example, to close off a charge lane.
  • Flayed Ones: These now cost 21 points, 9 more than warriors, but their close combat is significantly better than Warriors to compensate. They can get really close to enemies turn one with the new deep strike and have 4 attacks with re-rolling to wound. With a 3+ WS and strength 4, that's 40 wounds against toughness 4 dudes. And that is before you give them all 1 more attack with Anrakyr. They have gotten back their old morale lowering rule, this time adding +1 to nearby enemies moral tests. They need to advance the turn after deep striking to get in reach for this ability however. That, or... they can take a Night Scythe and appear within 2" of their target. This is only most effective on turn 2 however, but 80 attacks rerolling to wound is very significant.
  • Triarch Praetorians: With the new Pistol rules their S6 Particle Casters are deadly in close combat, and with the Particle Caster/Voidblade pair having exactly the same points cost and slightly better melee stats (1 extra attack with a void blade) as the Rod of Covenant (4+6 and 10) it's just a choice between the shooting profiles (Pistol 1 S6 AP0 vs Assault 1 S5 AP-3). If you're going to be in melee all game the Pistol is the obvious choice (as you can't fire anything else); but in normal, non-ideal conditions where you're firing on the move while hunting for a good Charge the Rod is superior for the points (unless you're somehow fighting a whole army of T5/6 units with no armour saves). Praetorians also have 10-inch movement and FLY due to their Gravity Displacement Packs, letting them hover around the battlefield and occasionally have some fun by assaulting Flyers. No <DYNASTY> on these guys, so you'll need Anrakyr or Imotekh to use My Will Be Done on them and they'll miss out on other Dynasty-linked abilities.
  • Triarch Stalker: Reroll 1s in shooting at the Stalker's target for everyone with the NECRON keyword, including vehicles and The Nightbringer. Durable with Quantum Shielding, isn't helpless in close combat either. Overall solid unit. Same "no <DYNASTY>" issue as the Praetorians though. As of Errata v1.1, the Stalker Explodes on a 6+ when it dies like other vehicles.
    • Heat Ray: +54pts. Choice of two fire modes - double-barrelled multi-melta (Focused), or heavy flamer (Dispersed). Perfect for close-in work (i.e. when you're going to be spending the whole game <12" from the enemy). Demolishes vehicles and monsters, and the Dispersed shot is a good charge deterrent/horde clearer.
    • Particle Shredder: +41pts. This is what happens when you give an Assault Cannon steroids. +1S and D3 Damage for each of its 6 shots. This is in a bit of a weird spot - it lacks the AP to damage heavily-armoured multi-wound units reliably (hits hard when it does get through though), and if it shoots smaller things it doesn't quite wound T4 on 2+ and its damage is generally wasted (unless you happen to catch a CHARACTER in the open). The versatility means it can at least do something against everyone, however - and it's cheap (relatively speaking anyway).
    • Twin Heavy Gauss Cannon: +64pts. Take this one if you're going to sit at the back and pick out hard targets for the army to focus down. At S9 and AP-4, you'll be able to put a big dent in almost anything - and then the rest of your army gets reroll 1s to finish it off.
  • C'tan Shard of the Nightbringer: Hello Darkness Death, my old friend. Seems GW changed you up again. Still with your deadly gaze softly creeping, and your fleshbane scythe to reap the weeping. The S and T, along with lacklustre 4++ save, still remain. Within the sound of silence At least you have 8 wounds now.
The CHARACTER rules remove the C'tan shards' greatest weakness - being gunned down before reaching their target. Now your opponent can only target them with snipers as long as you bubble wrap them. Welcome back Darkness Nightbringer, may you reap the battlefield once more.
    • C'tan Shards can be useful even in death thanks to Reality Unravels - a re-fluffed Explodes that deals D3 mortal wounds on a 4+ to everything within 3". Just don't stand too close yourself. Also, The Nightbringer doesn't like vehicles, the machine spirit isn't enough of a soul for him to reap. Yet, even if it is rare, it is a great moment when The Nightbringer blows up a tank by staring at it.
    • Also lost the ignore terrain ability, mostly because there is little terrain left to ignore. And movement 8" is a nice trade off.
  • C'tan Shard of the Deceiver: Same C'tan body as the Nightbringer, but trades the melee damage for Grand Illusion. After deployment, but before the first turn begins, you can redeploy the Deceiver and/or up to D3 other friendly NECRON units at least 12" from any enemy model, but they can't charge on the first turn. See Tactics sections for the cheese.
    • Like the Nightbringer shard, Reality Unravels when he dies. Don't stand too close, and preferably try to make sure he's near the enemy if it happens. Also like the Nightbringer, he's a sub-10 Wound CHARACTER and as such can't be targeted by shooting if you hide him in a squad.
  • Canoptek Tomb Stalker (Forge World): Your regular monstrous creature. 6 attacks at S6 AP-2 D D3, which is ok. Carries a Rapid Fire D3 gun which is nothing special. It can take a Gloom Prism, and also deep strikes so it can mess with psykers. However, an interesting note is that unlike most monstrous creatures, this one doesn't degrade as it takes damage. This makes deep strike tactics more viable. It won't eat vehicles like it could before, mostly. 170 pts with a gloom prism, the Spyder is your defensive support but the Stalker is a full-on aggressive support. And fine, with T7, 9 wounds and a decent save, deep striking this does make for a viable... distraction.

Fast Attack

  • Canoptek Wraiths: No longer attacks first, instead gets to attack during the Fight phase that it dies. Still have the oddly placed Heavy weapons on an assault unit, which can hurt a lot and potentially land some mortal wounds. However, they do each have 3 attacks at S6 AP-1 and 3+ to hit, and kept their 3++ in addition to having 3 wounds each. While not an astounding assault unit, they can pull their weight. Take pistols for bonus shots into combat.
    • Unfortunately, these wraiths cannot deepstrike. Gone are the days of surprise distraction Wraiths. Although, we still have Deathmarks for that.
  • Canoptek Scarabs: Now that everything wounds everything, these wound everything on a maximum of 5+. They no longer get instakilled and can be replenished by Spyders. However, their units can no longer exceed their starting strength; meaning, no conga lining scarabs. Also, wounding anything on 5s may not be as useful as it first seems. Has the SWARM keyword, which at the moment just means they are not INFANTRY, so they are immune to infantry-specific special rules, including Knights being able to walk over them - yep, that thirty foot tall mech has trouble stepping over chihuahua sized robots.
    • Scarabs aren't going to impress you with their offensive capabilities, yet that is not their role. Their role lies in absorbing enemy fire, grabbing objectives, denying deep strike space and escorting characters. They have enough wounds to justify a decent amount of shooting to be rid of them, but aren't otherwise a threat. Meaning, your opponent doesn't like dedicating shooting into them whilst you don't care if they fall. For this reason, they are actually versatile and can be a great asset. Take a min squad or two, or use them to fill out some points, they are worth it.
  • Tomb Blades: Two guns each you say? 4 Tesla Carbine shots per model? No cover with Nebuloscopes? Can annoy and put in some hurt. Yet, for the cost of 3 Immortals you get the shooting of 2 Immortals and the wounds of 2 Immortals, who can move 9 more inches per turn, who cannot be boosted by My Will Be Done. If you also want the save of an Immortals, the cost starts to really close in to 4 Immortals per 1 Tomb Blade. The added Toughness and Movement may be worth it in some circumstances, such as in a mobile list, otherwise perhaps you should consider more Immortals instead.
  • Destroyers: Still MEQ killers, with their hitting on 3+ rerolling 1s, wounding T4 on 3s, and AP-3. Get a Destroyer Lord nearby and they will hit on 3+ rerolling 1s and wound on 3+ rerolling 1s. Two shots each and D3 Damage does make it so they can strip down Monsters and Vehicles - even though they won't wound them often, each wound will be hard to save and has the potential for multiple damage. Their somewhat lackluster offense is made up for in movement and defense, being the only 3 Wound unit with Reanimation Protocols (remember that models do raise with full wounds now, so perhaps consider that Resurrection Orb). There is now max 1 Heavy Destroyer per Destroyer unit, but definitely more worth taking mixed squads seeing as everything has split fire.
  • Canoptek Acanthrites (Forge World): As before, the Acanthrites remain the inferior option to Wraiths an-. Wait. The Wraiths have higher S, but it only really matter for T5, 6, and 3 (and 10, for the rare and unfortunate occasion you are attacking a building); the 2 point difference in AP is, broadly speaking, better. Acanthrites having.... well, they have "Voidblades", but the FAQ for the general index is the one that makes Voidblades into Power Chainswords; there is no FAQ entry for the Imperial Armour Index with the Acanthrites containing the same text, so RAW, Acanthrites are still carrying expensive Power Swords. The RAI oversight here is fairly obvious, but be aware of the RAW; the rest of this analysis will assume you are cross-applying the FAQ entry for Voidblades, which means Wraiths have one less attack. At any rate, their shooting weapon is arguably better, considering it is an S7 meltagun... Wraiths do have better defenses with a 3++ (vs the Acanthrites' 3+ and -1 to shoot them), however, and cover does not benefit the Acanthrites. Perhaps they are more comparable to Praetorians: similar weapons, move further, better shooting and with 1 more attack and wound. But, again, the Acanthrites are worse defensively, with no reanimation. Also, you get 1.5 Wraiths or Praetorians for the cost of 1 Acanthrite. These metal bugs used to be in a very awkward spot, but now with scarabs being downgraded to objective holders the Arcanthrites have a niche in vehicle and monster hunting, an up close and melee capable version of Destroyers. For once, these guys aren't bad.
    • Actual Math: Since you are a sane person, you probably opted for the Particle Caster on your Wraiths, so they cost 42 points each. Acanthrites cost 60. If you are chewing up, say, Tempestus Scions (T3 4+):
      • Melee:
        • Wraiths:Your Acanthrites hit any target 4/3 as many times as your Wraiths, but wound the Scions 4/5 as much, then bypass the armor 3/2 as often, so 1.6x the output for 1.43x the cost. This will only become more true as the targets' penetratable save improves, and, of course, against any target whose toughness is not 3,5,6, or 10, the attack volume alone makes up the point difference. One of the only units in the game where the Wraith will be more efficient is against Crusaders, at T3 Sv3++.
        • Praetorians: No contest; your Acanthrites still hit 4/3 as many times with otherwise identical weapons, but cost far more than 4/3 the cost, so the Praetorians win (which also implies the Praetorians are, broadly speaking, better than Wraiths offensively, which is true).
      • Shooting: Against multiple wound models of virtually any stripe the Acanthrite will immediately be more efficient than the Wraith, so a lot of those T5/6/10 models (and even T3 characters, since you'll usually be shooting from very close) you were worried about either even out or the Acanthrite is better, since its gun will hurt the target so badly (and, unlike the Wraith, it can Fall Back and Shoot). Against single-wound models, the Acanthrite's gun's +1S is only worth the cost by itself against T7, but its greatly improved AP means it will usually be worth it. Since we're assuming Particle Casters on your Wraiths, the math is the same for them and the Praetorians.
      • Durability: While the Wraiths unquestionably win here, do not underestimate the Acanthrites' -1 to-hit modifier, which is a very significant durability upgrade - the Acanthrite will ignore AP0 weapons much better across the board than the Wraith will. The Praetorians are 3+/Reanimate, which is worse than 3++; it's also worse than 3+/-1 to hit, and they only have 2 wounds apiece, so the Praetorians are the least durable against shooting of the lot (although they can get into cover, which can help), while against melee, they're more durable than Acanthrites but less than Wraiths.
      • Overall: Acanthrites are generally better than Wraiths, full stop. Praetorians are the best of the three in melee. For shooting, Acanthrites are expensive enough that the comparison to Heavy Destroyers is awkward, but the most common criticism of Heavy Destroyers is how easily they die to lascannons and the like, which Acanthrites are far better at weathering (-1 to hit is better than getting the Heavy Destroyers into cover, and Reanimate is rough for the small unit sizes Heavy Destroyers come in). Particularly if you want an all-comers model, Acanthrites are the best of the three, as they can tear up infantry in melee and heavies with their gun.
  • Canoptek Tomb Sentinel (Forge World): 2 attacks less than the Stalker with a more impressive gun, but no targeting relay. A heavy gun on a mostly melee unit, following the style of Wraiths, yet the gun is impressive enough. The body is an average Monster otherwise. It can take a Gloom Prism, and has little reason not to. Doesn't eat vehicles like it did before, now it just shoots them, although a 12" Heavy weapon is very unfortunate. Can Deep Strike to fix the range problem, although its accuracy will suffer, and it's drastically worse than a Stalker at dealing with infantry and Overwatch.
    • At the same ranges, the Tomb Sentinel's gun deals 67% of the damage at 175% the rate of fire, which works out to 117% the output, plus it has superior Strength and costs only about 5% more; your biggest problem will be getting it into range.

Heavy Support

  • Heavy Destroyers: Scary guns mounted on spooky hover skeletons that hit on 3+ rerolling ones. Combo with My Will Be Done for 2+ hit rerolling ones (rerolls are triggered before modifiers, so the +1 to hit doesn't make the 1 into a 2 and prevent you rerolling it as you might expect). They also reach 36" and suffer no penalty for moving and shooting. One of the few units that has anti-tank/monster weapons, however you pay through the nose for it at 75pts each.
    • If you only want one or two or are short on Heavy Support slots, remember you can substitute one into a unit of Destroyers as part of a Fast Attack choice.
  • Canoptek Spyders: An excellent support unit, healing D3 Vehicle wounds per turn and spawning more scarabs on a 2+ with a 5 point upgrade giving Deny the Witch. Up 2 attacks since last edition and a whole 1 more wound. With Gloom Prism and Fabricator Claw Array these metal ticks come in at 89pts a piece, and just like ticks they will be an annoyance to your opponent by denying powers and repairing your already self-healing vehicles.
    • Horribly overcosted considering their durability is down by 33% against bolters, down by 44% against lascannons and only up 33% against lasguns. That's before considering the fact that they weren't very good without their formation which means that we should actually be saying they are down 66% against bolters, down 72% against lascannons and also down 33% against lasguns. Finally it's missing its ability to confer its insane buff to other units from its formation, and it's increased in cost.
    • Might still be useful as a support unit for Monoliths, but that's sort of adding a lot of points to an already very expensive model and it doesn't really alleviate the Monoliths weakness of being killed quickly, it just makes the Monolith really, really good at tanking lots of damage over time. Good luck finding an opponent who will oblige and pour 3-5 wounds into your Monolith every turn for 5 turns rather than doing 13 on one turn and 10 the next.
  • Monolith: Got a massive point increase, from 200 to about 400. Did get a lot better though. 20W at T8, no more Ordnance to ruin your Corner-guns, and a Living Metal rule that's actually useful. Don't look at the Land Raider, though, as its upgrades put the Monolith's to shame. A seriously rude dude. A Land Raider isn't too far off from a Monolith. Flux Arcs are slightly better than a Twin Heavy bolter and have more shots, the Particle whip is slightly weaker than a Twin Lascannon but has also more shots. In terms of point costs, the two are pretty close as well. While the Monolith doesn't have a 2+ like a Land Raider, it also doesn't get demolished by Space Marine Grav weapons.
    • The Monolith's BS does degrade with loss of wounds, but it does at least start out at BS3+ as of Errata 1.1. However, this evens out considering you can now fire all your guns in a turn at whatever is in range. It also gained the TITANIC keyword, so it'll be taking double damage from Macro class weapons. In addition, the Monolith can do two things that Land Raiders can't... Fall Back while still shooting and charge flyers.
    • 400 points is a bitter pill to swallow, but with its astronomical wounds count and loss of exploding vehicle tables this thing can perform its fluff role like never before: tanking. Stick a Spyder behind it, or maybe Toholk the Blinded, and it will waste enormous amounts of anti-tank fire. A squad of lascannon devastators expects to pull just slightly over five wounds off a Monolith each turn, 3 of which you can expect to remove with Living Metal and a Spyder. As long as the box stays operational (and your opponent keeps shooting it) you have a lot of dissipated firepower. Just make sure to use it. The Monolith's ability to block paths, shoot after Falling Back, and deter Charges with Portal of Exile makes it ideal against close combat armies. On the other hand it carries a relatively small amount of firepower for its cost, and the lack of Quantum Shielding and the presence of TITANIC both make it extremely vulnerable to armies packing a lot of heavy firepower.
    • Eternity Gate may not seem all that great, but remember it shares a reserve pool with any Night Scythe's Invasion Beams - if the enemy shoots down the Scythe, those reserves that would otherwise have been lost can arrive via the Monolith instead. Also bear in mind that you can use this ability to deploy reserve INFANTRY 2" away from anything that successfully Charges the Monolith - deploy Flayed Ones 1" from the enemy, Fall Back 4", shoot them with all the Monolith's guns, then charge the Flayed Ones in.
  • Annihilation Barge: Somewhat frail. 8 wounds, T6 and only a 4+ save leaves something to be desired. Up by only 13 points from last edition though. S7 makes it slightly awkward shooting vehicles and monsters at T7 and 8, while it doesn't have the AP or Damage to deal with tougher TEQ models, and still wounds MEQ the same as gauss carbines. It puts the Anni barge in an awkward position, where what it does well against would be a Vehicle or Monster will less than average toughness, wounds and save. Like, the Annihilation Barge itself. At least its Overwatch is nasty cos tesla.
    • It'll make mincemeat out of lighter units with double tesla weapons, producing an average of 11 hits per turn including the triples on 6+. Unfortunately a squad of Immortals can put out more Tesla shots than that, has more wounds, a better save and Reanimation Protocols, and doesn't cost anywhere close to as many points. You're paying a lot for the extra toughness, weapon strength and move speed.
  • Doomsday Ark: Its Doomsday Cannon still works better if you don't move, increasing its Strength, AP, Damage, and range. If you use the souped-up version and target a unit with more than 10 models it shoots D6 D6 Damage shots instead. It does have two Gauss Flayer arrays as well, providing it with some mobile fire power if you need to reposition. Quantum Shielding and Living Metal come standard. It is still not spectacular, but hurts a whole lot if you get off a range of lucky rolls.
  • Transcendent C'tan: Take a specific shard instead. ... Still here? It has the same stats as the specific shards, with same close combat with the exception of D6 Damage compared to The Deceiver's 3. It knows the same number of powers as the other shards and makes units within 6" lose the benefit of cover. If you really want to spam C'tan powers, this is at least an option.
  • Tesseract Ark (Forge World): Has D6 almost Heavy Gauss Cannon shots, slightly more expensive than 3 Heavy Destroyers, with a 5++ and Quantum Shielding and the option for a TEQ nightmare shooting profile or a poison 2+ Flamer. Also comes with 2 Tesla Cannons, which can be replaced with 2 Particle Beamers (if you are a moron) or 2 Gauss Cannons. This is... viable. For its point cost the model dishes out a respectable amount of shooting, and is durable enough to take a similar beating in return. There aren't a lot of downsides one can bring up, except that the model is somewhat underwhelming by Forge World standards. It's good, take it out for a test drive.
  • Sentry Pylon (Forge World): D6 melta shots deepstriking within an 18" melta range. But it comes at a steep cost of 175 points with the Melta Cannon. Yet, if this unit doesn't scream distraction to you then perhaps you are too preoccupied with the Pylon that just landed behind you. Gauss exterminators are good for flyers and ground support with two S12 shots. Focussed Death Ray is 15 points cheaper, but it's also terrible; half range and shots compared to the Gauss Exterminator with same profile. It lacks the +1 to-hit against non-FLY units, but the Gauss Exterminator shoots twice - so it has a better chance of landing at least one shot, and can also land two (and has +1 to hit vs FLY). The Heat Cannon will generally work out better than the Exterminator (at 1.75x the rate of fire for 1.5x the points before you pay for the wielder, and with melta damage at 18"), but it's also 25 extra points.
    • The Sentry Pylon can move. And, presumably, charge. It only moves 3", but the thought of Sentry Pylons advancing by scuttling over the battlefield brings joy and laughter.
    • This thing's points per wound isn't that impressive if you deep strike it, but once its BS has reset the following turn, it becomes extremely capable of ripping a new one in heavy targets - with its melta damage up it will handily become one of your best anti-vehicle guns, easily outstripping Triarch Stalkers, for example.


Units now only suffer a -1 to hit penalty when shooting against Flyers instead of simply being hit on 6s. Their minimal movement distance each turn has been increased from 18" to 20", but their ability to shoot 360" means you'll almost never be wasting firepower with them. You can however no longer fly over the edge and you still lose your Flyer if you can't find a legal spot to place it, so be careful and plan your flight route. They Advance 20 inches, instead of a measly D6, however, this doesn't make them good at grabbing objectives, as they do not score per Chapter Approved. Flyers now also block all movement through their base, this means you can stop an assault army in its tracks with some cleverly placed Flyers. Flyers are generally best against melee armies that can't fly, they can be really good against the right enemy but against a long ranged shooting army their ability to body-block is useless and the -1 to hit is inferior to the quantum shielded vehicles you could otherwise get.

  • Night Scythe: Basically the same transport portal as the Monolith, but on a flyer with Tesla Destructors. Has suffered a fair bit, being considerably easier to hit and lacking Quantum Shielding makes for one of the frailest vehicles in the codex. Still has 12 Wounds, though that will only get you so far. With the general nerf to S7 weapons, its Tesla Destructors aren't very scary either. Necrons may just be packing up their flying circus.
    • Invasion Beams You can put any number of units into Portal Reserves during deployment, Monoliths and Night Scythes can summon units put into Portal Reserves. This is quite similar to being a regular flyer transport, except all units in Portal Reserves die when you lose all your Monoliths and Night Scythes instead of losing 1/6 models embarked, it doesn't matter what vehicle the embarked unit disembarks from (i.e. any Portal-embarked unit can disembark from any Night Scythe or Monolith, but since doing so locks the vehicle from disembarking any other units on the same turn, you can't have all of them get out of the same vehicle), and, most critically, getting out counts as a deployment, not a disembark; as a result, in matched play games you cannot bring out units after turn 3. If you want to make use of the upside of this special rule, you are taking a massive risk, that just isn't worth it. Keep in mind that every unit in Portal Reserves is not only far more at risk than a unit on the table, you also can't disembark them faster than 1/Portal-vehicle, so embarking too many units is a pretty terrible idea.
      • Bear in mind that since disembarking counts as a deep strike, normal deep strike downsides apply - the unit that gets out can't move at all after doing so, including Advancing, but can shoot or charge, etc. That's the second reason these are the worst transports in the game (after the fact that losing them all kills their contents, instead of 1/6 their contents).
      • Since multiple units can be deployed on the tombworld, you have several options that can leave the opponent guessing which unit is going to come out of, and if you bring a couple of portals this can keep your opponent guessing. As stated it is risky, but is it a tactic Necrons can do which no other army can pull off the same way.
  • Doom Scythe: More or less the same amount of firepower as a Doomsday Ark, but since the Death Ray is Heavy and since the Doom Scythe has to move every turn you are going to be hitting on 4s. Heavy Destroyers are better at hurting stuff and are also pretty mobile, but are a little more vulnerable and lack the ability to move across the table in a single turn to grab a far away objective. Doomsday Arks have a similar amount of firepower and a massively larger amount of durability but lack any sort of mobility.
  • Night Shroud (Forge World): Death scythe with +1 T and +2 wounds while replacing the Death Ray with a once per game Death Sphere strafing run. Death Spheres are the most powerful aircraft bomb in the game, inflicting a mortal wound on a 3+ and rolling 1d6 per model/3d6 per VEHICLE/MONSTER (capped at 12 dice). Averages 8 mortal wounds on a 10 model unit, or 2 mortal wounds on a VEHICLE or MONSTER. Average of 9 mortal wounds against the rare few units of light vehicles that still exist, such as Killa Kans and Grot Tanks. It does let you pick out CHARACTERS (as the attack doesn't occur in the shooting phase and so isn't bound by that targeting restriction), but unless it is a monster or vehicle you'll only get 1 die. Hive Tyrants come to mind. Potentially taking out 8 models of a unit is definitely appealing, but is it worth it to then have a Night Scythe who can't transport models for the rest of the game? Honestly, it is fine.

Lords of War

  • Tesseract Vault: Knows all three, and can use any combination of three of, the Powers of the C'tan each turn (until it gets damaged, reducing its casts per turn to two and then one). Since powers of the C'tan are a good source of mortal wounds, this can be a source of a lot of damage even if it's mostly directed at the closest unit. You could also triple-cast Time's Arrow at that annoying TEQ squad to delete 2-3 of them each turn through all their saves. Like the Obelisk, it can dump out an average of 20 S7 AP0 hits (the triple shots on 6s compensate for the shots that miss on 1s and 2s) per turn from its Tesla Spheres, which combines with the mortal wounds from its C'tan powers to make getting within 24" of this thing an absolute nightmare for any unit. However it doesn't get to keep the C'tan's close combat prowess or their ability to hide in infantry units (as it's a VEHICLE and has 28 Wounds), has a low (for a Lord of War) Toughness of 7, and lacks an invulnerable save or Quantum Shielding. Concentrated fire (or a Macro weapon, as it's TITANIC) will bring this thing down quite quickly, so you want to get it in range quickly and try to keep it alive as long as you can.
    • Wonder if we will ever see a C'tan based army, C'TAN SHARDS is at least its own keyword.
  • Obelisk: The Obelisk got a HUGE buff. Its gravity pulse now affects all units with the keyword FLY, which is a whole lot more than just flyers. Also, instead of dangerous terrain tests, this beauty does D3 mortal wounds on a roll of 6. Its 4 Tesla Spheres unload an average of 20 S7 hits (yes hits, not shots - the triple shots compensate for your misses on average. Unfortunately still AP0, but you can't have everything) from any point on the vehicle (no firing points any more!) and it can still deep strike. When it dies, roll a D6. On a 6, every unit within 2D6 inches takes D6 mortal wounds. It also has Living Metal, 24 wounds, and 8 Toughness, meaning bolters and their equivalents wound on 6s, but it's also got TITANIC so watch out for Macro weapons.
    • Counterpoint: Dangerous Terrain tests had a shot to straight-up destroy any flier brave enough to enter the gravity pulse. The new Obelisk's mortal wounds are nice but far less lethal, with the majority of fliers packing five to ten wounds. This will at most inflict a little fringe damage, and isn't realistically likely enough to factor seriously into any strategy. We're left with a tesla-spewing metal box at an superheavy price tag, with weaponry that will accomplish less than that of the Monolith against almost any target. Unless you need a big, tanky, deep-striking distraction you're probably better off putting these points into something else... and even then, that still sounds like a job for the Monolith.
      • It'll only do scratch damage to Flyers, but they're not the only things with FLY. It'll also poke at hover vehicles, and seriously messes up jump infantry and drones. If you're up against T'au, and everything but their infantry has FLY, you're going to be dropping an awful lot of wounds on all of those small units of Crisis Suits, Drones and Commanders. Basically, it's 1/3 of a mortal wound per turn for every unit with FLY in range, so judge it according to how many of them you expect to be up against.
  • Gauss Pylon (Forge World): Hmm, so that is what we got for a titan. It makes the Manta cry, kinda. Costs about 100 more points than a Monolith. The Gauss Annihilator's Focused Beam mode is S16, so you're wounding pretty much everything in the game on 2s (and even wounding Warlord Titans on a 4+). AP-4 intead of -5 but that makes little difference. It is awesome against TITANIC as its main gun is Macro D6, and so does double damage against TITANIC models - and that Damage it's doubling? D3+6. On average this will cripple or kill a Knight in one round, delivering an average of 19 damage to units with FLY and 15 to units without (which is then doubled against TITANIC units). 30 wounds, a worse version of the Chronometron Cryptek rule except it can protect more than infantry. It is still big and scary, but not titan scary. May be more worth bringing in regular games; if you can take a Monolith, you can almost take this. Just be aware that its firepower is distinctly lacking for its cost if there isn't a proper target for its Focused Beam shot, so it'll be a very expensive paperweight against horde armies that stay >3" away from it. Better to bring the Monolith in those cases.
    • Maybe not "Titan scary" but scary to titans. Especially those without an inv save. Because if your opponent has a TITANIC unit without an invulnerable save, they won't for much longer if you have a Gauss Pylon, if two of the hits on 3+, 2+ to wound T8, shots wound, then that means min 28 damage inflicted on TITANIC models. Hmm... which Titanic vehicle had 26 wounds again?
    • Seriously consider saving your Shooting phase Command Point for the number of shots on this thing. If you get 4-6 attacks out of the Gauss Annihilator, nothing short of a full-scale Titan is going to survive that hit (you even have a chance of getting the 70 Wounds required to down a Warlord Titan in a single shot as your max damage is 108, although you'd need a pretty hefty helping of luck - on average you'll only actually land about 10 wounds on one with 6 attacks) - and if you're up against an opponent heavy on the vehicles and monsters, deleting one per turn is well worth the spend.
    • Seriously seriously do not forget that while the main gun is murder on TITANIC units, it will also pretty much delete a Land Raider, and therefore just about any other tank or monstrous unit, with 2 unsaved wounds; the shots hitting on 3+ (vs ground targets), wounding on 2+ and letting the land raider have a 6+ save or take 6+d3 wounds, averaging out to 16 wounds. Two dead land raiders pays for this thing's points cost even before you consider what was inside them. Predator tanks? No save and 2 wounding hits Will kill it. Anything that flies? The main gun gets +1 to hit (and starts at 2+ undamaged), same song and dance: 2+ to wound, no saves but invulnerables and the damage will kill just about any non-superheavy flyer in 2 wounding hits or less (and most of the superheavy flyers have TITANIC, so they'll take double damage and die as well).
    • The biggest selling point though is that the pylon does one thing that nearly no other unit in the Necron army does - deletes heavy armour at long range with good (2+ goes to 3+ against ground targets) accuracy while also being a hard nut to crack itself. All other big guns (Doom Scythe Death Ray, Doomsday Cannon, Tesseract Arks, Tesseract Vaults etc.) either start off hitting on 4+'s and get worse, are short range, d3 shots, fragile or some combination of the above. The Gauss Pylon on the other hand has Toughness 8, 30 Wounds, a 3+ saver and enjoys the benefits of its own Phase Shift Generator for a 5++ invul. Add Living Metal and how easy it is to just park a Canoptek Spyder with fab-claws nearby to let it regen 1+d3 wounds a turn. Finally, unlike all the other options enemies getting into melee will not silence this big gun (not that you should let it get charged if you can help it cause CC attacks hit it automatically!). Finally finally, while the pylon itself is immobile, unlike its smaller sentry cousins, it can deepstrike anywhere on the table (9" away from the enemy but why would you ever want to be that close with this thing?) to ensure you have optimal line of sight for your ginormous deathray.
    • Never deploy this thing on the table. It can't move, so it loses nothing from deep striking in (and you want to pick your spot as late as possible to get the best sightlines for the rest of the battle) - and if you don't get first turn, it'll get to sit out the enemy's first Shooting phase in space and drop in pristine and ready to fire on your turn.
      • If your opponent is likely to get first turn and lacks the firepower to destroy your Pylon you can place the Pylon on the table to get your invulnerable saves turn 1.
NB - This is the spread for a single shot, given that the number of attacks is already known (so you can evaluate the worth of spending a CP on a reroll to potentially get more). If you want to know the probabilities for the shot as a whole including rolling the number of attacks, just read the 1D6 column at the end. "Crippled" means hitting any of the deteriorating stat thresholds, which is easier for some units than others - usually after the loss of 10 wounds or half of the unit's maximum, whichever is lower (with some exceptions being easier to damage, e.g. the Thunderhawk and Spartan, or harder to damage e.g. the Manta). Remember that because shots are independent trials, you can also use this table to determine the value of multiple shots (e.g. a 3-attack shot followed by a 2-attack one has identical outcomes to a single 5-attack shot).
Number of Attacks 1 2 3 4 5 6 1D6
Outcome Crippled Killed Crippled Killed Crippled Killed Crippled Killed Crippled Killed Crippled Killed Crippled Killed
Leman Russ (12W) 55% 0% 49% 30% 33% 58% 20% 77% 11% 87% 6% 93% 29% 52.5%
Valkyrie (14W, FLY) 69% 0% 42% 48% 19% 78% 8% 91% 3% 97% 1% 99% 23.6% 68.8%
Baneblade (26W, TITANIC) 55% 0% 49% 30% 33% 58% 20% 77% 11% 87% 6% 93% 29% 57.5%
Marauder Bomber (20W, TITANIC, FLY) 69% 0% 42% 48% 19% 78% 8% 91% 3% 97% 1% 99% 23.6% 68.8%
Land Raider (16W, SV2+) 31% 0% 40% 14% 38% 33% 31% 51% 24% 65% 17% 76% 30.2% 39.8%
Stormraven Gunship (14W, FLY) 69% 0% 42% 48% 19% 78% 8% 91% 3% 97% 1% 99% 24.2% 68.8%
Spartan Assault Tank (20W, TITANIC, SV2+) 46% 0% 50% 21% 40% 44% 29% 63% 19% 76% 12% 85% 32.7% 48.2%
Thunderhawk Assault Gunship (30W, TITANIC, FLY, T9, 5++) 37% 0% 48% 12% 47% 28% 41% 44% 33% 57% 26% 68% 38.7% 34.8%
Battlewagon (16W) 37% 0% 43% 21% 36% 45% 25% 64% 16% 78% 10% 87% 27.8% 49.2%
Wazbom Blastajet with KFF (12W, FLY, 5++) 46% 0% 50% 21% 40% 45% 27% 63% 19% 76% 12% 85% 32.3% 48.3%
Stompa (40W, TITANIC) 56% 0% 80% 0% 74% 17% 56% 40% 38% 60% 24% 75% 54.7% 32%
XV95 Ghostkeel Battlesuit (10W, -2 to hit) 28% 0% 40% 8% 43% 19% 42% 31% 38% 43% 33% 53% 37.3% 25.7%
XV104 Riptide Battlesuit with active Nova Shield (14W, 3++) 12% 0% 20% 3% 25% 9% 27% 16% 27% 23% 27% 31% 23% 13.7%
KX139 Ta'Unar Supremacy Armour (30W, TITANIC, 5++) 37% 0% 48% 12% 47% 28% 41% 44% 33% 57% 26% 68% 38.7% 34.8%
Manta Superheavy Dropship (60W, TITANIC, FLY, 4++) 0% 0% 8% 0% 20% 0% 32% 1% 41% 4% 47% 10% 24.7% 2.5 %
and, just for fun...
Warlord Battle Titan (70W, TITANIC, T16, 3+ Void Shield) 11% 0% 21% 0% 30% 0% 38% 0% 45% 0.01% 51% 0.02% 32.6% 0.004%
Basically, don't shoot anything with a decent invulnerable save or to-hit debuffs. If you want a good shot at killing something, use a CP on the number of attacks if you roll a 1 or 2. As long as you're hitting 4+ attacks you'll delete anything from a Leman Russ to a Spartan each turn, making the Pylon almost certain to earn back its cost before your opponent can chew through its T8 30W 3+/5++ with Living Metal.


  • Tomb Citadel (Forge World): Contains an Eternity Gate, a pair of heavy weapons (Gauss Exterminator for 50pts each or free Tesla Spheres), a docking station for one Sentry Pylon/Monolith which gives the docked unit +1S on its guns (docked Monoliths can't use their own Eternity Gate though), and a Power Crucible building that gives all NECRONS in the fortification 5++ vs shooting and reroll 1s on Reanimation Protocols. Each of the four buildings explodes on a 6+ when killed, and the Power Crucible's abilities disappear as it gets damaged - one turns off at 8 wounds, and you lose the other one when it dies. Costs an absolutely ludicrous 730 points, or 780/830 with the Gauss Exterminator emplacements.

Building Your Army


Ths Start Collecting Necrons is a good value box, all the included models are pretty solid units and the box comes at a decent discount over buying them separately.

After SC box you may buy Warriors+Ark box since you will need Ark and more Warriors



You're going to need an awful lot of Leadbelcher (get a spray), Stormhost Silver and Nuln Oil. Unless you opt for one of the more colourful Dynasty schemes, or Lovecrons.

As an alternative to a Leadbelcher base with Nuln Oil shade, you could also drybrush Leadbelcher over the top of a black undercoat to achieve a similar effect. Both methods have a nice result.
If you wanna go against the norm, the 3rd edition codex had a lot of examples about how to find neat styles for your immortal laser zombie robots.

Tactics and strategy

Command points

The best use of command points is saving your nearly dead blobs of warriors/lychguard/immortals from being finished by morale. For example, your opponent shoots and kills 15-19 warriors, any result of a morale check would finish the squad off. However if you spend 2 command points, you can auto-pass the morale check and subsequently reanimate half of the destroyed models in the squad (assuming you have an obligatory Cryptek).

TBD - Other uses of command points

The Grand Illusion

Take a C'tan Shard of the Deceiver, Nemesor Zahndrekh, Varguard Obyron, and a nasty assault squad in the SAUTEKH Dynasty (e.g. Lychguard/Flayed Ones). Before the first turn, use the shard's Grand Illusion to move itself and Zahndrekh up the field to a piece of cover 12" from the enemy. If you get a 2 or 3 on the D3, bring something else nasty along for the ride (e.g.a squad of 20 Warriors and a Ghost Ark, or a bunch of Immortals, or a Tesseract Vault) - and don't forget to use Zahndrekh's Transient Madness and My Will Be Done on them when your turn starts if you do (or on Zanhndrekh himself if nobody else is about). Deploy Obyron and your assault squad next to each other in your backline. Optional extra here: If you've got anything with My Will Be Done near Obyron and his friends, use it on the assault squad in your Movement phase. At the end of your movement phase use Obyron's Ghostwalk Mantle to teleport him and the assault squad to within 6" of Zahndrekh and greater than 1" from enemy models, placing them 6" closer to the enemy than Zahndrekh himself (i.e. ~7" out of melee, because you placed him >12" away). You could get them even closer, as Zandrekh is not forbidden from moving on the first turn after the Grand Illusion (only forbidden to charge); essentially you can get a guaranteed charge if you don't mind moving Zandrekh so close to the enemy. Shoot them with Zahndrekh, a C'tan power (the correct choice was Antimatter Meteor unless you're facing serious hordes like ork boyz or conscripts, in which case it was Seismic Assault - never take Time's Arrow) and anyone else you brought along that has a gun, then Charge 6" with Obyron and the assault unit to delete pretty much anything you like on the first turn and simultaneously deliver a large durable force right into your enemy's deployment zone. You can even blow CP rerolls on the Grand Illusion D3 and the charge roll to make extra-sure it works.

If you want to play conservatively, remember that you will need a second Overlord to apply My Will Be Done to the unit Obyron summons if you want it to hit on 2s, as Obyron's teleport happens well after when MWBD happens.

Alternatively, you could take a monolith or a night scythe and use Grand Illusion on them. They would be forbidden from charging, but units that teleport through them won't be. Due to the way this works, the vehicle the Deceiver pulls can't pull more than one additional model along, so what you primarily accomplish is getting the vehicle upfield at the same time as the others. It also works with Ghost Arks; by putting multiple characters inside a Ghost Ark you can not only effectively redeploy more units but also charge with any characters inside the Ghost Ark. Do note that you won't be able to make use of your start of turn effects such as Transient Madness and My Will Be Done. This is a very, very specific trick, as the Ark won't be able to hold anything else, including Warriors (since their minimum unit size is 10), but you can take along:

  • Anrakyr for +1A on the unit Obyron is summoning.
  • Orikan for Invuln/Reanimate.
  • Imhotekh for re-rolling 1s to hit on a summoned unit of Flayed Ones.

All told, the nastiest "Deathstar" you can probably fling with this is a unit of Lychguard at A3 from Anrakyr (Flayed Ones just don't have the output, even if you're willing to pay for Imhotekh to improve them) and MWBD applied from a second Overlord who stayed back in deployment for what is very nearly WS2+. If you really want to do this with Warriors or Immortals (Warriors are the better choice, since you have a Ghost Ark on hand anyway) instead, you can field Szeras (but not in the Ark) to augment the unit before Obyron summons it, but his buff is unpredictable and can give you garbage like +1S; bringing a ranged unit can provide insurance in case your enemy has not put anything on the table your Lychguard can charge, like a set of Valkyries.

The Ghostwalk Shuffle

Oh look, it's Obyron and Zahndrekh again. This is a short one. Any time Obyron is in melee, don't forget that if Zahndrekh is nearby he can use his Ghostwalk Mantle at the end of each Movement phase to teleport himself, and optionally an allied infantry unit too, out of melee. Use this to rescue ranged units from close combat, and/or to set up an immediate follow-up charge from two inches away that will let you fight first every time it's your turn.

Silver Tide

Shaping up to be the bread & butter tactic of this edition is to sandwich Orikan and an Overlord between two units of 20 Warriors, buffing both Warrior units and keeping your HQs nice and bubble wrapped. March your undying robot horde up the board with Ghost Arks in support and force your opponent to use the flanks. Sprinkle your list with Destroyers or whatever takes your fancy.

Destroyer Harvest

It is like the Silver Tide army above, except instead of sprinkling a reasonable amount of Destroyers and Heavy Destroyers like a fine salt, you have all salt. In an Outrider Detachment at 1500 points, you can fit 12 Destroyers, 6 Heavy destroyers (by themselves or sprinkled in the other units), a Destroyer Lord with a Warscythe and Orb, a Cryptek to aid in resurrecting your 3 wound models and 3 scarabs to fill points. (This is 1512 pts technically, cut the Scarabs if your opponent bitches. They were first blood either way, so their loss.) 6 scary Gauss shots and 24 worrying gauss shots rerolling ones everywhere. This is somewhat of a deathstar, at higher points values add Overlords for 2+ rerolling shooting for your Exterminators.

Is this viable? It isn't. Multidamage with high ap will shred the smaller squads. The Cryptek helps, but only so much. However, it is fun to set up 18 Destroyers, and in this list, the Destroyer Lord actually has a purpose.

Warhammer 40,000 Tactics Articles
Imperium Space Marines (7th) • Blood Angels (7th) • Dark Angels (7th) • Deathwatch (7th) • Grey Knights (7th) • Space Wolves (7th) • Adeptus MechanicusImperial Guard (7th) • Sisters of Battle
Chaos Chaos Space Marines (7th) • Chaos Daemons (7th)
Eldar Eldar(7th) • Dark Eldar (7th) • Harlequins (7th)
Necrons Necrons (7th)
Orks Orks (7th)
Tau Tau (7th6th)
Tyranids Tyranids (7th) • Genestealer Cults (7th)