We’ll get this started with that little something you’re absolutely required to take to win games and generally in decent number: Troops!
As a Necron player you have exactly two options. There are no force org shenanigans that allow you to have more so you just have two. Personally I don’t mind though I would have like the option to make something else troops. Granted I don’t think anything else would work balance-wise but that doesn’t stop me from wanting more J
Immortals
So this is our unit that moved from elites to troops and got a massive point drop in the process. Granted they also took a toughness hit and their guns dropped to rapid fire but that’s not really so bad. The Immortal has the statline of a marine (less the initiative of course) with a chance to stand back up all for single point more than a standard tactical marine and all with a better gun.
You’ve got two choices for weaponry which comes down to the standard Gauss Blaster and Tesla Carbine. Basically at this point I can’t see a reason not to give them Tesla Carbines. With 10 models in the squad you are pretty much set to get 10 hits this way. It makes for brutal anti-infantry fire as it can quickly escalate to quite a few more (best this weekend was 16 hits on 9 dice). This makes units of walking Immortals just nasty as they can consistently stay out of range of debarked units and shoot them to pieces.
Now how do you use them? Obviously I’m a fan of arming them with the Carbines. I run units of 10 (extremely hard for your opponent to wipe them out so you’ll always get your RP chance) that are on foot. No Lord or Cryptek upgrades though a lord might not be bad as it would make Immortals equivalent to Tac Marines in CC which means it’ll take a slightly more combat oriented unit to take you down. I also don’t recommend an Overlord with Phaeron upgrade right now as I think the Carbine just outshines the Blaster in all things. Then simply use them to blast any unit you manage to debark. Even against marines they can wipe out 6-10 man units over the course of 2ish shooting phases which is pretty nice since they basically can’t be threatened by those dismounted squads unless they are GK’s with Stormbolters but you should win even that shooting contest as long as they don’t have Psybolt ammo upgrade.
As a side note you can think about mounting them a Night Scythe but I don’t think mech is required for Necrons and so unless you want to use your heavy support for spyders instead of barges I don’t think you’ll see many people picking up that transport.
Warriors
Onto the humble Warrior. This former cook/decorator/trash hauler is the cheapest model in the army. Clocking in at a whopping 13 points he runs the stat line of a space marine scout with higher WS/BS but lower initiative. He also totes a gun that can immobilize Land Raiders (even if it is only a 1.8% chance) and stands back up 33% of the time. Not too shabby at all.
Since there are no equipment options we’ll look at what you can add to the unit and then discuss options on use and how I use them. So basically you’ve got 5 things you can add to a Warrior unit; Cryptek, Lord, Overlord, Ghost Ark , and Night Scythe. This is where it’s a good place to put your Solar Pulse bearing Crypteks. First it spreads target priority but it’ll also protect your early solar pulse and give you a St8 anti-tank shot in your warrior unit. You can also add a lord but unlike Immortals who have a 3+ save I wouldn’t bother as you’ll probably still lose combat badly enough that a Lord won’t make a difference. The Overlord however is a different story if you give them the Phaeron upgrade. This will allow the warriors to contribute all game but keep them mobile at the same time.
The Ghost Ark is nice but for the cost I’m just not feeling it. If you could buy one and then put other units in it (read Destruction Crypteks Royal Courts) then I’d be down for adding one to follow around the Phaeron upgraded warriors but without that option I don’t think it’ll be worth the points. The other is the Night Scythe for which I pretty much have the same opinion as with Immortals. Buy it for fire support but not as a transport.
So how would you use Warriors then? You can use the 5-man scoring squads, maybe putting a Destruction Cryptek into them to allow them to participate in the battle while trying to avoid incoming fire. Or you can run a 10 man squad with a Phaeron Overlord which is what I’ve chosen to do. The extra firepower is nice but so is the fact that my troops are mobile. I would heartily recommend against units larger than 10 as I feel that’s when points start to cost you more than the resiliency you gain.
Conclusion
Necron troops are pretty much exclusively anti-infantry. You can add a few things in here and there for to allow them to perform slightly outside this role but don’t fool yourselves, they’re anti-infantry. Once you accept that you can start looking at how to use that. A lot of people on the internet still state the I2 will see them swept regularly and that troops are a liability in a Necron list, especially not mounted in a Ghost Ark. Here I disagree pretty vehemently. Our troops all have the ability to basically have Assault 1 24” guns. This means you shouldn’t be seeing combat often if at all. Over the course of my tournament last weekend my troops were only engaged in CC two times. Once against Hormagants who managed to whittle down all three Immortals that were left over 3 turns of combat and the other time against GK Purifiers. But that is it. Against 3 armies that are pretty solid CC armies (the third was SW’s) and that have the speed to engage me and only 2 troop combats all weekend.
I normally don’t make statements about army building but on this one I’m pretty firm. If you want your troops to affect the game instead of just being small hiding scoring units then build your troops to kill infantry. Build them to keep them mobile. Design the rest of your army to open transports and provide a CC screen (basically anything Canoptek, but scarabs are the least optimal for this) to keep your troops safe.
I’ll probably be doing Fast Attack next. Hope you enjoyed. Discuss! J
Aldaris · 698 weeks ago
And I'm not sold on a Phaeron Lord on a 10 man warrior squad. Perhaps it's good, but it feels like a lot of points to throw at a mediocre unit. Sure, if you don't have anything else planned for your overlord it propably isn't a bad choice, and more warriors make the whole "lose combat and be swept" thing more likely, but still... Perhaps using a bigger squad of, say, 15 with a Harbinger of Transmogrification and a Seismic Crucible on top of the Phaeron Lord would be a viable method of keeping cc units from assaulting you?
Hulksmash · 698 weeks ago
Regarding the lord and the warriors unless you're going to run Barges you need a place for your Lord. This is a place that allows the lord to contribute by allowing your troops to contribute. I also think that you are over simplifying getting into combat with the warriors. As for the Cryptek designed to help keep them out of combat it can work. My current builds though lean toward all Destruction Crypteks for the St8 shooting which isn't really available throughout the list.
Aldaris · 698 weeks ago
*************** 1 HQ ***************
Overlord
- Phaeron
- Staff of Light
- Res Orb
- - - > 140
Royal Court
+ - Harbinger of Destruction
- Solar Pulse
+ - Harbinger of Destruction
+ - Harbinger of Destruction
+ - Harbinger of Destruction
+ - Harbinger of Transmogrification (joins Warriors)
- Seismic Crucible
- Harp of Dissonance
- - - > 225
*************** 1 Troops ***************
15 Necron Warriors
+ - Ghost Ark
- - - > 310
That I can see as a solid, shooty element that works well together. Pricey though.
Hulksmash · 698 weeks ago
Aldaris · 698 weeks ago
Apparently it reads: "...it can only carry Necron Warriors, Necron Lords, Overlords, Crypteks and the Necron special Characters."
So going on that you should be able to use it as a Cryptek taxi.
Antebellum · 697 weeks ago
It sounds like it is excluding any unit besides warriors and the court
Guest · 697 weeks ago
Then they also gave us an entirely new, extra cheap Troop choice as well.
ShadarLogoth · 697 weeks ago
"I would heartily recommend against units larger than 10 as I feel that’s when points start to cost you more than the resiliency you gain."
Seems to me if you are going to Phaeron the Warriors, and especially if you are going to Phaeron+Res Orb them, that 20 warriors is a no brainier. Your effectively spending 1 point per Warrior to make them relentless and 1.5points/warrior to make their RP a 4+.
Add in Illuminor to make them either T5/BS5/S5 and a couple GA's for mobile cover saves/repair and fire support and I think you have a particularly nasty mobile phalanx core to your army.
Maybe its a bit over the top but It seems to me it would take a truck load of fire power to take down 20 T4 (potentially 5) 4+(cover or armor)/RP 4+ models, and if they are unsuccessful you have two GA's to bring them back up.
yakface · 697 weeks ago
Yeah, Royal Courts can totally board Ghost Arks after the game starts, so if you take Ghost Arks its all about dismounting the Warriors immediately and loading up the Court into the Ark and then, of course, if the Warriors take casualties you can use the Ark's ability to regen models.
ShadarLogoth:
The piece of the puzzle you're missing is a sweeping advance. Once you add more than 10 models into a unit you're still always at risk of being beaten in combat and swept to death. Therefore, it is never a good idea to put too many points (i.e. models) into any one Necron unit that isn't Fearless.