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The Tiger Roars
Guest Commentary: Legionis Tacticum
Tactical articles

Legionis Tacticum: Necrons by Patrick Eibel
Necrons are a paradox in that they have one of the easiest lists to use, but can be difficult to put together an effective army. Why is this? Because gamers can be tempted by the variety of cool Necron troops (not Troops) and dilute their force.

Strengths: Gauss weapons, We’ll Be Back, WS and BS of 4 
Weaknesses: Phase Out, low Initiative
Key Wargear: Monolith, Resurrection Orb, Veil Of Darkness

Tactics: The number one priority of any Necron player is to avoid Phase Out. To avoid this, you will need lots of “Necrons” in your army, which means Lords, Immortals, Flayed Ones, Warriors, Wraiths, Destroyers, and Heavy Destroyers. I suggest that for every three of these units you take, you select no more than one non-Necron unit: Pariahs, Scarabs, Tomb Spyders, and the Monolith. The other factor to keep in mind is that you will need to have models of the same type on the board in order to make We’ll Be Back rolls. One Wraith is nigh useless, two squads of three can cause concern, three squads of three can be downright scary.

Some of you will read the above paragraph and say, “What about Nightbringer?” Well, what about him? For 360 points I can have Nightbringer or 20 Necron Warriors. I’ll take the Warriors every time because Nightbringer does squadoosh for avoiding Phase Out except suck up a lot of points better spent on Necrons. 

“Well,” you say, “what about the Monolith? It’s not a Necron.” The Monolith at 235 points is a bargain. You get better armor than a Land Raider, Deep Strike ability, teleportation and an ordnance weapon. What’s not to like? Just remember to take three “Necron” troops to offset it.

So, let’s put together an army. First, take a Lord with a Resurrection Orb and Veil of Darkness (200 points) and two squads of Necron Warriors of between 10 and 20 (personally I like 15). This will be the core of your force. Now pick up a close combat unit (either Flayed Ones or Wraiths) to help when your opponent assaults you. I like Flayed Ones over Wraiths because you can get up to 10 for one unit selection, they can Infiltrate or Deep Strike, and they look really icky. You can now fill out your army with whatever forces you like–Destroyers, Immortals, and more Warriors are all good choices–until you reach your desired point level. A second Lord with a Resurrection Orb will be useful if your army starts to get too large.

When playing, keep the Lord central to your Necron squads so that they can  benefit from the Orb.  Remember, only one Necron per squad needs to be within 6" to allow the squad to benefit from the Orb. You can use the Veil of Darkness and Monolith to basically redeploy your army to where it is needed and increasing your mobility. Gauss weapons are great in that every figure in your army has the potential to take out a tank. 

So, pop in the Terminator 2 Soundtrack, put on some dark sunglasses, and watch your opponents' horror as your troops get up after lascannon hits. 
 

Related Pages
Introduction to the series
Other articles in this series
 
 

© Copyright Patrick Eibel, July 2003. Used with permission.
 

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Fighting Tigers:
Codex <> Tactics <> Gallery <> Allies and Enemies <> Tales of the Tigers

Other Pages:
Main <> What's New <> Site Index <> The Tiger Roars <> Themed Army Ideas
Events and Battle Reports <> Campaigns <> Terrain <> FAQ <> Beyond the Jungle