| 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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