Warhammer 40,000: Necrons

Tips and Tactics

Lord / Warrior / Scarab / Destroyer

Unlike every other army the Necrons have something special that applies to all their troops - the Disruption Zone, because of this it means that if you have a squad of models within 6" of the enemy they suffer a -1 to hit per model! That means a squad can suffer a -5 penalty before cover, fast moving, overwatch etc, even Eldar and Marines are rendered fairly useless against this.

Lord
There isn't really much to be said for the Necron Lord, he is basically a Warrior with 3 wounds and 3 attacks, the lack of additional equipment means that he is not very good at all. Use him to hold up bodies of the enemy where his multiple wounds and attacks can be put to best use (as the enemy have to use the basic S of the model he will last 3x as long a warrior).

Warrior
These are the mainstay of the Necron army and are very effective. A 2+ save coupled with T5 and a repair roll means that only a few of these can end up being more effective than whole squads of Space Marines. Engage the enemy in close combat as quickly as possible because the disrupter zone will A) cause all fire on your closing Necrons to be pretty useless and B) the model must use its basic S in hand to hand combat meaning IG, Orks and Eldar only wound you on a 6 and you have a 2+ Save!. Alternatively if you have a few Scarabs hold back a squad or two of warriors and then fry any tanks you see.

Scarab
These are very nasty little things. As they strip armour from all locations on a vehicle it means that land three of them on a land raider and its tracks become armour value 8 and its hardest point (front of hull) becomes 13, the Gauss weapons will easily burst through that. The high toughness (8) and fast movement (16") of the Scarabs means that all shots at you suffer a minimum -1 penalty (so long as you move above 10") before any disruption zone effects, and must be at least S5 to wound you. In close combat it will take a Space Marine Captain or similar to wound you because of the Zone so fly around and most shots/hits will bounce off no problem.

Destroyer
These are very bad for your opponent. A move of up to 30" means that a potential -2 modifier is there before any disruption zone effects. Armour value 12 means that you are essentially immune to small arms fire (even a boltgun would have to hit the rider, wound on a 5+ and then he has a save of 3+). The Gauss cannon is deadly when targetted on vehicles that have been attacked by Scarabs, as it has a basic penetration of up to 18 and a minimum of 8. The cannon is also good for taking out characters as it does D6 wounds.

N.B. As Destroyers and Scarabs move so quickly, engage enemy heavy weapons and the like as soon as possible, because then the most dangerous part of their army (i.e. just about the only things that can destroy Scarabs and Destroyers) is essentially useless as it suffers massive to hit penalties.

 

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