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Complete 5th edition necron tactica
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Old 17 Jun 2009, 18:11   #1 (permalink)
Shas'El
 
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Default Complete 5th edition necron tactica

"They will seek to harvest us at first, for they will be hungry after their long sleep. Then they will turn their efforts to enslaving the survivors. The galaxy will bleed the stench of death into the void, and it will attract others of their kind. We must choose unity or death" -Maechu, Farseer of Ulthwe

Necrons have been around since the times of the old ones before any of the current races were born. The Necrontyr fought a long war against the old ones jealous of their long lives. However they did not have the strength. That was until they found the C'tan or star gods. These immense beings offered the Necrontyr immortality by putting their souls into bodies of living metal but they paid a terrible price becoming no more than slaves to the gods. Soon the old ones fell to the enslaver plague swept through the galaxy killing nearly all life. In their death throes the old ones created many races with the hopes they will evolve to fight the Necrons. Without life in the galaxy the C'tan went into to statis waiting for the harvest to come again.

Now the young races have mighty empires and war amongst their selves the Necrons awake slowly renewing their attacks against all manner of life. Once more the galaxy will burn with their harvest.

[hr]

This Tactica covers the complete Necron range of units including the C'tan. The HQ is last as they require a big section.

Elites

Pariahs

Weapon overview: A warscythe with a gauss blaster making it a brutal force in both close combat and in shooting. Physic abomination is a good anti psyker weapon.
Options: None
Strengths: Close combat against anything and good shooting ability. Good against high leader ship models and psykers.
Weaknesses: Massed fire or large assault squads (any thing able to roll lots of dice). Not a Necron and has a high points cost.
Tactics: Due to lack of being able to be teleported, tactics are limited to moving forwards and firing until reaching combat. Ideally you should aim for tougher enemy units with invulnerable saves so the warscythe can be used to full effect without you relying on massed fire from to other units that is better used elsewhere.

Immortals

Weapon overview: Gauss blaster a high strength gun ideal for tackling toughness 6 or less units.
Options: Disruption fields, on this unit it is not advised as they are not suited to close combat.
Strengths: Toughness 6 or less units. Light vehicles or weak rear armour. Good toughness making it unlikely to face instant death and fares well against regular arms fire.
Weaknesses: Assaulters and massed light weapons fire.
Tactics: Probably the best thing to do with these is to find a good firebase with cover and pick off enemies there or advance utilising their ability to move and shoot. Or you could veil of darkness them behind enemy tanks to deliver a vital blow finishing them off or even use a monolith then teleport them to a specific position though it would be worth having a scarab road block to prevent assaulters reaching the immortals.

Flayed Ones

Weapon overview: A pair of strength 4 claws with an equal weapon skill.
Options: Disruption fields at a small cost allowing you to target vehicles thanks to a high amount of attacks to saturate the glancing table with enough immobilised and weapon destroyed results to stack. With flayed ones vehicles shouldn't be your main target.
Strengths: Close combat against regular troops.
Weaknesses: Though they may struggle against tough units or specialists assaulters as well as high strength weaponry.
Tactics: You can set up your flayed ones normally or use infiltrate to get close to your enemy although this would probably mean that they will attract a lot of first turn attention. They are able to deep strike but they will not be able to assault so will be vulnerable for an enemy turn. You should not attempt to attack high toughness assault units as the flayed ones will most likely not survive.Their terrifying visage is a valuable tool against low toughness troops. Overall this unit is one of the less useful available to Necrons.

Troops

Warriors

General overview: Warriors are the single most important unit in your army as they are the ones who will keep you from phasing out and are the only troop choice so there will always be at least 20 in an army. Without these battles can turn sour very quickly.
Weapon overview: Gauss flayer a basic gun with an average strength and a high AP but the gauss rule allows it to be a potent weapon allowing the most basic warrior to destroy a tank with massed gauss fire.
Options: Warriors may take disruption fields, however since this is only effective against vehicles it is normally not worth the points which could be spent better else where.
Strengths: The only troop option. Can hold their own in close combat and is deadly when firing upon the enemy.
Weaknesses: Units with strength 8 weapons, specialist assaulters and close combat that negates their armour saves.
Tactics: As most troop choices they are best left to fire at low toughness units though if you need to they can provide deadly results when firing upon vehicles as well. Safety is paramount with warriors and you need to keep them from deadly enemies and try if you can to keep them in cover. Adding a lord with a resurrection orb will improve their survivability but a Tombspyder is perhaps one of the best support units for warriors you can buy. One tactic involves using a veil of darkness to move them within rapid fire range of the enemy to deliver a killing blow or bringing them out of a monolith straight into the heart of the battle.


Fast Attack

Wraiths

Weapon overview: Claws and a barbed tail. Its strength of 6 enables it to kill many units very effectively. It also has a high number of attacks helping it.
Options: None
Strengths: Medium or less toughness units (T6 or less) and transport vehicles.
Weaknesses: Specialist assaulters, anything unit able to get a high amount of wounds, strength eight or more units and anything able to ignore invulnerable saves.
Tactics:Wraiths are normally only effective in units of three as any less is too likely to be killed and will not have a big enough impact in assault. You should aim for non assault specialists utilising the high strength to kill off enemies quickly. If there are pieces of terrain without many windows or large walls use the wraiths to hide the other side of the wall out of LOS of the enemy, then just move through the terrain to attack. This will ensure the wraiths make it to combat. It is good to run the wraiths with a Lord that has a destroyer body, resurrection orb and a warscythe. This will enable your wraiths to target higher toughness units and those with invulnerable saves as well as ensuring their survivability.

Destroyers

Weapon overview: Gauss cannon which is S6 and has the gauss rule. A high rate of fire allows them effectively tackle large squads to weaken them or to completely eliminate small squads.
Options: None
Strengths: Attacking T6 or less units and light vehicles up to AV11 (Can do AV12 and above but will only glance)
Weaknesses: Close combat units and massed fire.
Tactics: It is often best to sit these units in cover taking shots at the enemy with their superior 36" range. You can also place them in the open utilising their mobility to make attacks on units while ensuring they stay out of range. It is often a good tactic to weaken units with these before other units of yours launch into close combat. They should be aimed at toughness 6 or less units so as not to waste shots and if possible eliminating small squads relieving pressure on your main force while earning a KP (if annihilation). They are effective against light vehicles though they can struggle with Av12 or higher as then they can only glance.

Scarabs

Weapon overview: None. With a low weapon skill and strength but high attack they use weight of attacks to kill opponents.
Options: Can be upgraded with disruption field giving them the ability to destroy tanks that would have other wise been safe. It can be a bit on the expensive side though.
Strengths: Able to kill small units or large shooting specialists, can provide a 2-4 turn road block for enemy units.
Weaknesses: Mainly fast assaulters, monstrous creatures and anything that can deliver a blast template due to vulnerable to blast. Strength 6 weaponry or units will deal with swarms quickly being able to instant death them.
Tactics: Scarab swarms are best used without disruption fields to either slow down fast assaulters or to tie up deadly units giving you time to position the rest of your army to counter them once the combat is over. Against large shooting specialist units they can often cause enough wounds to kill them off or to force them to run. Though they can deep strike they are then left vulnerable for an enemy turn so it is best to deploy them at the start and then turbo boost up to the enemy taking advantage of a 3+ cover save which is increased to 2+ with the scarabs special rules. An often overlooked unit they can be played to deadly effect.
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Old 17 Jun 2009, 18:12   #2 (permalink)
Shas'El
 
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Default Re: Complete 5th edition necron tactica

Heavy Support

Tomb Spyders

Weapon overview: The tomb spyder is armed with a pair of claws with a strength of 6 but a very low WS skill making its attacks normally hit on a 4+.
Options: One claw may be replaced with a particle projector (staff of light shooting equivalent), this is a good upgrade as you are more likely to hit at least once though it does reduce the attacks in close combat by one and the weapon has a smaller strength than the Tombspyder close combat strength.
Strengths: It ignores armour saves in close combat and is a vital supporting unit in keeping your warrior squads alive. Rolls 2D6 for armour penetration so can act as a back up anti-tank role.
Weaknesses: If going into close combat alone massed attacks will kill it before it gets to attack back. It has a movement of 6" giving the enemy time to destroy it to before it reaches close combat.
Tactics: The tomb spyder is best kept near your warrior squads where it supporting roll can be maximised. In this case if a warrior squad gets charged the tomb spyder may also charge the enmy to resolve the combat quickly getting your warriors back to shooting. One tactic players can use lots of tomb Spyders to create scarab swarms before charging into combat ensuring it has ablative shielding improving its survivability greatly. It is best to produce only one scarab swarm as then there is no majority toughness so the highest is used giving you an extra 3 wounds at the same toughness where as two or more scarab swarms would mean your average toughness is 3 making your spyder very vulnerable.

Heavy Destroyers

Weapon overview: Heavy gauss cannon is a strength 9 AP 2 weapon with superior range making it one of the Necrons few effective ranged anti-tank weapons.
Options: None
Strengths: Anti armour roles and monstrous creatures all fall to its guns as well as high armour save enemies.
Weaknesses: Not effective against large numbers. They will die quickly in close combat and under massed fire.
Tactics: It is best to leave the heavy destroyers in cover to pick off enemy vehicles and units. Heavy destroyers should focus on vehicles and tough enemy models rather than weaker squads where their shots are wasted. It is also advisable to have a small scarab swarm or other unit to act as a road block to assaulters to enable them to turbo boost to safety if needed.

Monolith

Weapon overview: Gauss flux arc projectors, a weapon with D6 hits on every unit within 12", an excellent anti horde weapon or for dealing out lots of damage to lots of different units. Particle whip, the deadliest weapon a Necron player can utilise it is sometimes referred to as the pie plate of doom. This weapon should always be the preferable on to fire out of the two due to its superior power.
Options: None
Strengths: The living metal special rule and all round AV14 makes it the toughest tank in the game. Its ability to deep strike enables strategic placing where it is needed most. Effective against most types of models.
Weaknesses: A maximum movement of 6" makes it slow to respond to threats that are out of range. Its high points cost detracts too much from phase out for 1000 point games.
Tactics: You can start with your monolith on the table at the start delivering particle whips from there or deep strike it in to the enemies lines teleporting in warrior squads and using the gauss flux arcs or using the particle whip against units from there. You have to expect the monolith to draw lots of fire from opponents less familiar with tactics against Necrons, in some cases this can be good enabling your units to go about there business un harassed for few turns. You can also use it to teleport squads giving its members a second attempt at WBB. Using multiple monoliths some players hide warrior squads using them protecting them from phase out using their weaponry to keep the opponent away. One tactic involves two monoliths and a lure to catch assaulters, you start by positioning both monoliths 18" away from the lure then try and make your lure units (preferably warriors) seem a good place to assault then once something assaults them the assaulters will be all bunched up so teleport out your warriors and hit them with a particle whip.

HQ

Necron Lord

Weapon overview: The lord comes with a staff of light which is a short ranged medium strength weapon assault 3 weapon that counts as a power weapon in combat.
Options: The lord may choose up to 100points of wargear from the armoury at their listed cost (In codex) and can upgrade his staff of light to a warscythe for a small cost. The warscythe is an excellent upgrade as although the shooting attack is lost you can ignore every type of save and roll 2D6 for armour penetration.
Strengths: Brutal in close combat and is a highly versatile unit. When equipped with a warscythe it is effective against toughness 6 or less and 7-8 to a lesser extent.
Weaknesses: No invulnerable save and only a 3+ armour save coupled with it being such a valued unit gives it a low survivability rate unless played with the right wargear.
Tactics: One of the most obvious roles is to equip it with a resurrection orb and support warrior units with it, though there are many possible combinations such as a veil of darkness lord to perform strike attacks or a destroyer lord with a warscythe can become an effective anti tank unit or with wraiths a potent close combat force. The lords tactics heavily depend on its wargear so on this one there is little to say apart from listing every combination. However it is advisable to join the lord to a unit of some sort to help maximize its support role and to ensure its survivability.

Armoury

Chronometron- Roll three dice for sweeping advance and falling back and pick the two highest. This can ensure the survivability of the lord and any unit it has joined and can help destroy very large squads via sweeping advance, although is not worth taking on a lone lord. However if you do fall back the device may just run your lord of the board.
Disruption Field- Any AP rolls of 6 against a vehicle in close combat causes a glancing hit regardless of the armour value. When equipped to the lord it does not have much on the effects as it requires a high number of attacks to work but when equipped to scarabs, warriors or flayed ones it become a deadly device.
Destroyer Body- Adds 1 to the toughness of the lord and enables him to move like a jet bike.This allows your lord to reach combat quicker or to keep up with units such as destroyers or wraiths, when coupled with a warscythe your lord becomes a potent close combat force against infantry and vehicles alike.
Gaze of Flame- Any unit charging the lord loses the bonus attack for charging, also any unit in combat with the lord suffers -1 leadership Useful for forcing large units off the board and for protecting your lord and any unit it has joined against assault units.
Lightning Field- Any unsaved wound inflicted on the lord and any unit it has joined the attacker receives a S3 attack back. This can be very useful as a deterrent against assaulters and if the lord has been charged by a large unit, but the low strength means it does not do much harm for its points which would be better spent elsewhere.
Nightmare Shroud- all units in 12" must take a morale check as if below 75%. This is best used against low leadership armies clearing squads by running them off the board or giving you more time against assaulters.
Phase Shifter- A 4+ save for the Necron lord. It is a good piece of kit if you absolutely need your lord to live but most of the time it is up to personal preference.
Phylactery- It means on your lords WBB roll on a 5 it will get back 2 wounds and on a 6 it will get back 3 wounds. Though it doesn't increase its chance of WBB it does mean if successful the lord has a chance of living longer than normal after WBB though it will most likely still be killed again next turn.
Resurrection Orb- Any model within 6" may attempt WBB even if not normally allowed. There is virtually one in every Necron army and is a vital piece of kit to ensure the survival of your most precious units, no lord would leave their tomb without it.
Solar Pulse- At the beginning of a Necron turn once per game the Necron player may use the solar pulse. I night fighting is in effect then it will cease to only for the Necron turn and if it isn't then during the opponents next turn the night fighting rules apply. Very useful device against shooty armies as firing it in the first turn will give you cover to move up all your units while your opponent rolls them sight checks. Also if playing Dawn of war fire it first turn so you can get in an extra turn of firing before the enemy does to kill of his forces.
Veil of Darkness- The lord and one unit (immortals, flayed ones, warriors, destroyers, heavy destroyers and wraiths) May disappear and arrive by deep strike anywhere on the table even if they were in combat. This power is used in the movement phase. This handy device can be used to launch surprise attacks on the enemy by veiling large warrior squads into rapid fire range of the enemy to deliver a crushing blow. The way you use this device can turn the tide of a battle in just one turn.

C'tan

Nightbringer

Weapon overview: Scythe (though it has no effect on the profile) and a strength 9 shooting attack.
Strengths: Effective in close combat against everything and has a powerful shooting attack. Has a very high toughness and wounds. Monstrous creature and ignores invulnerable as well. Good close combat special rules.
Weaknesses: High points cost and an average save.
Tactics: One function that the night bringer will serve as is a fire magnet drawing the majority of fire from the enemy side to it giving cover for the rest of your army to advance. You should aim to target the toughest units the enemy has to throw at you as this is where the Nightbringer excels. Do not forget to use the close combat special abilities particularly the gaze of death against large squads inflicting a strength 4 hit to every enemy model with no saving throws allowed. One tactic to use is to keep the Nightbringer behind terrain less than 6" thick blocking LOS then move through it to attack the enemy. Another thing people normally forget is the C'tan shooting attack as it is an effective anti-tank weapon. It is especially effective with against any thing that has bionics, or has FNP as if you reduce them to 0 wounds they can't get back up.

Deceiver

Weapon overview: The deceiver carries no weapons.
Strengths: Close combat against most units though its real power is down to its special rules.
Weaknesses: as with the night bringer a high points cost and an average save.
Tactics: After all scout moves etcetera have been made you may redeploy your army to get better positioning against the enemy, you start by redeploying one unit then on a 4+ you may redeploy another this carries on until all units are redeployed or a 1,2 or 3 is rolled. During the shooting phase you can choose to make a single unit take a morale or pinning test, this is best used against low leadership units to get the best results. While it moves into combat it also plays a vital support role by forcing any unit to take a leadership test if they fail they will only hit on a 6 in the assault phase. The ability to leave combat is also well received as you may leave as if falling back without the risk of sweeping advance just to charge again next turn giving you a good extra attack. One tactic to use is to keep the Deceiver behind terrain less than 6" thick blocking LOS then move through it to attack the enemy. It is especially effective with against any thing that has bionics, or has FNP as if you reduce them to 0 wounds they can't get back up. The deceiver is often seen as the lesser C'tan but when used well it is often more devastating than its counter part.

[hr]

That concludes the tactica so I hope you have lots of ideas for your Necron army. If you think I missed a tactic please feel free to tell me them and I will add them to the tactica.

Cheers,
Unholy Harbinger






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Old 17 Jun 2009, 18:12   #3 (permalink)
Shas'El
 
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Default Re: Complete 5th edition necron tactica

Reserved
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Old 17 Jun 2009, 18:14   #4 (permalink)
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Default Re: Complete 5th edition necron tactica

I'm looking forward to seing your C'tan tactica
Why don't you also wright an anti-necron tactica so that me and other non-necron players can have some hope to defeat them ;D
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Old 17 Jun 2009, 18:17   #5 (permalink)
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Default Re: Complete 5th edition necron tactica

Sorry it takes up 21,613 characters and the limit is 20,000 so I had to split posts. I think I may need a few more ideas for C'tan and for using units together as my tau heavy support tactica had.

Damn it i just realised a lot of characters have been replaced with a question mark. >
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Old 17 Jun 2009, 18:20   #6 (permalink)
Shas'El
 
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Default Re: Complete 5th edition necron tactica

I didn't make any complaints about your triple post becuase you need more space
Why do we have limits to the amount of text we can put on one post?

As i've allready said- can't wait to see the C'tan
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Old 17 Jun 2009, 18:32   #7 (permalink)
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Default Re: Complete 5th edition necron tactica

If you paste it into word it uses 5 and a half pages! It took me 2 days to write aswell so i am glad i finished it.*

The rest of the tactica is up as'well, C'tan are at the bottom.

Quote:
Originally Posted by Unholy Harbinger
If you paste it into word it uses 5 and a half pages! It took me 2 days to write aswell so i am glad i finished it.

The rest of the tactica is up as'well, C'tan are at the bottom.
Actually I may just right an anti-nectica and post some where. Where should I post it? Though it would be sort of vague in a sense it won't be army specific.
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Old 17 Jun 2009, 21:19   #8 (permalink)
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Default Re: Complete 5th edition necron tactica

Write it in the necron board and if you see anyone asking for Antiy-necron tactics then refer them to your Anti-Necron Tactica
UH, you've double posted in reply to your own post.
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Old 17 Jun 2009, 21:28   #9 (permalink)
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Default Re: Complete 5th edition necron tactica

Darn touch screen!

I must have clicked reply with quote not modify. I will work on that over the weekend.
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Old 18 Jun 2009, 00:07   #10 (permalink)
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Default Re: Complete 5th edition necron tactica

I'm so glad to see a 5th edition tactica. I need to read through it so I can give my C&C ^_^
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