Necrons

Necrons Tactical Summary as of 10-26-16

It is hard to remember a time when the Necrons were a limited and terrible looking army. Thankfully, the last two editions of the Necrons have ushered in a new look, while bringing solid play for both sides of the table to enjoy. Necrons in 7th edition brought a dramatic change with the Decurion Detachment; creating much hand wringing in the 40k community, but once every codex since got the same treatment it became the new normal.

The Necrons with the help of modern Detachments and Formations have maintained a good standing in competitive play. Necrons have an almost complete plastic line with very cheap models, great as a starter army for new players. As 7th edition starts to wind down the Necrons have a few go to armies to work with. The Decurion Detachment is still extremely powerful making Necrons very unkillable outside of Assault.

Easily the most recognizable Necron army is the Canoptek Harvest army with Wraiths and Spiders, it is a simple army to play and provides a significant amount of punch. Few Necron players use the Lychguard Star lists anchored by Destroyer Lords and Nemesor Zahndrekh. Common to many of the best Necron lists is the Destroyer Cult Formation, this Formation makes Destroyers very powerful and very flexible depending on how many points you have to spare. The Necrons are one of the few armies where you can run a balance force and get away with it. Necrons have tons good units with Tomb Blades, Warriors, and Immortals leading the way.

Necrons are well positioned army with Games Workshop doing a great job cleaning up the fluff and keeping them competitive in an extreme list environment.

Below you find all the quick reference material you need to build an competitive or fluffy Necrons army.

As of 10-26-2016 Necrons Detachments are…

  • Combined Arms Detachment
  • Allied Detachment
  • Air Superiority Detachment
  • Mephrit Dynasty Cohort
  • Necron Decurion

(See tabs for details)

Combined Arms Detachment

 

 

 

 

Force Organization

Compulsory: 1 HQ, 2 Troops

Optional: 1 HQ, 4 Troops, 3 Elites, 3 FA, 3 HS, 1 Lord of War, 1 Fortification

Restrictions: All units chosen must have the same Faction (or have no Faction).

Command Benefits:

Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Allied Detachment

 

 

 

 

Compulsory: 1 HQ, 1 Troop

Optional: 1 Troop, 1 Elite, 1 FA, 1 HS

Restrictions: This Detachment cannot be your Primary Detachment. Your Warlord can never be chosen from this Detachment. All units chosen must have the same Faction (or no Faction). All units chosen must have a different Faction to any of the units in your Primary Detachment (or no Faction).

Command Benefits:

Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

Source: Warhammer 40k 7th ed. Rule Book

Air Superiority Detachment

 

 

 

 

Force Organization

Compulsory: 1 Flyer Wing

Optional: 2 Flyer Wings

Restrictions: All Units must have the same Faction.

Command Benefits:

Air Commander: Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.

Combined Formation: You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.

Objective Secured: All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.

Source: Supplement: Death from the Skies

Mephrit Dynasty Cohort

Force Organization

Compulsory: 1 HQ, 3 Troops

Optional: 1 HQ, 5 Troops, 3 Elites, 3 FA, 3 HS, 1 Fortification, 1 LoW

Restrictions: All units (except fortifications) must have the Necrons Faction. Tesseract Vaults cannot be taken as part of this Detachment.

Command Benefits:

Crownworld Reawakened: You can re-roll rolls of 1 when making Reanimation Protocol rolls for Troops units from this Formation.

Vargard of Perdita: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Mephrit Dynasty Warlord Traits table.

Source: Campaign: Shield of Baal: Exterminatus

 

Necron Decurion

Force Organization

Core 1+: Reclamation Legion

Command 0-1: Royal Court Formatiom

Auxiliary 1-10: Judicator Battalion Formation, Destroyer Cult Formation, Canoptek Harvest Formation, Annihilation Nexcus Formation, Living Tomb Formation, Deathbringer Flight Formation, Flayed Ones Units, Deathmark Units, C’tan Units

Restrictions: This Detachment must included at least one Reclamation Legion. For each Reclaimation Legion you must include between 1-10 optional choices, in any combination, and you may also include up to one Royal Court Formation choice. Only the datasheets list above may be included in this detachment. Nemesor Zahndrekh, Trazyn the Infinite, Anrakyr the Traveller or a Catacomb Command Barge may be taken in place of the Overlord. Vargard Obyron may be taken in place of a Lord. Illuminor Szeras or Orikan the Diviner may be taken in place of a Cryptek.

Command Benefits:

Ever-Living: Models in this Detachment with the Reanimation Protocols special rule receive a +1 bonus to Reanimation Protocols rolls. Models in this Detachment with the Living Metal rule ignore the effects of Crew Stunned and Crew Shaken, but still lose a Hull Point.

Source: Codex: Necrons

As of 10-25-2016 Necrons Unique Item groups are…

  • Relics of the War In Heaven
  • Artefacts of Aeons

(See tabs for details)

 

Units chosen from the Mephrit Dynasty Detachment and Formations can also make use of the Relics listed below.

The God Shackle 10 pts:

Cryptek only. Before deployment, nominate a single friendly C’tan Shard in your army. As long as the bearer of the God Shackle is alive and on the battlefield, the nominated C’tan Shard adds 1 to its Strength and Toughness.

Edge of Eternity 20 pts:

Necron Overlord only. This item replaces the model’s staff of light. Range -, Str +2, AP 2, Type: Melee, Armourbane, Two-handed, Executioner (+2) = The bearer of the Edge of Eternity has the Precision Strikes special rule.

Solar Thermasite 25 pts:

Necron Overlord or Cryptek only. Add +1 to the Strength value of the bearer’s ranged and Melee weapons. Furthermore, the bearer re-rolls saving throws of 1.

Only one of each of the following Artefacts of the Aeons may be chosen per army.

The Gauntlet of the Conflagrator 30 pts:

Range Template, Str 7, AP 2, Type: Assault, One Use Only. The Gauntlet of the Conflagrator is a Flamer weapon for the purposes of any special rules that interact with Flamer weapons as described in Warhammer 40,000: The Rules.

The Nightmare Shroud 35 pts:

The Nightmare Shroud confers a 2+ Armour Save and the Fear special rule. In addition, once per game, during any friendly Shooting phase, the bearer can choose one enemy unit within 18″. That unit must immediately take a Morale check (units with the Fearless or And They Shall Know No Fear special rule automatically pass this test).

The Orb of Eternity 40 pts:

The Orb of Eternity can be activated once per game, immediately after an unsuccessful Reanimation Protocols roll has been made for the bearer of the Orb of Eternity or another model in the same unit. You can re-roll the failed Reanimation Protocols roll, and any further failed Reanimation Protocols rolls made for the bearer or any other model in the same unit, until the end of the phase. Furthermore, when the Orb of Eternity is activated, all Reanimation Protocols rolls made for the bearer or any other model in the same unit receive a +1 bonus until the end of the phase, including re-rolled Reanimation Protocols rolls.

The Solar Staff 15 pts:

Range 12″, Str 5, AP 3, Type: Assault 3, Blind, Solar Pulse = Once per game, at the start of any turn, the bearer can use this special rule. When he does, the Night Fighting rules are not in effect for the remainder of the turn (if they were in effect). In addition, when this special rule is used, enemy units targeting the bearer or his unit can only fire Snap Shots until the start of the bearer’s next turn.

The Veil of Darkness 25 pts:

The bearer of the Veil of Darkness has the Deep Strike special rule. In addition, once per game, at the start of any friendly Movement phase, the bearer can use the Veil of Darkness to remove himself and his unit from the table, even if they are locked in combat. They then immediately arrive anywhere on the board using the rules for Deep Strike.

Voidreaper 30pts:

Range -, Str +2, AP 2, Type: Melee, Armourbane, Fleshbane, Master-crafted, Two-handed

As of 10-25-16

The next section features all the various Formations each faction has. Expand each Formation for detailed information for, including (red highlighted) links to shopping lists for each Formation.

Mephrit Dynasty Resurgence Decurion Formation

Mephrit Dynasty Resurgence Decurion Formation

Requirements: 2 Necron Warriors Units, 2 Immortals Units, 1 Monolith

Restrictions: None.

Special Rules:

Locus of Resurrection: At the start of each friendly Movement phase, this Formation’s Monolith can repair fallen models from the Formation. To do so, nominate a friendly unit of Necron Warriors or Immortals from this Formation that is within 6” of this Formation’s Monolith. If the nominated unit is a unit of Necron Warriors, roll a D6; if the nominated unit is a unit of Immortals, roll a D3. Add a number of models to the unit equal to the result – this cannot take the unit beyond its starting size. These models must be placed within 6” of the Monolith. If a model cannot be placed for any reason, it is destroyed. Necron models repaired in this manner can move and act normally this turn.

Source: White Dwarf 47

 

Conclave of the Burning One Formation

Conclave of the Burning One Formation

Requirements: 1 C’tan Shard, 2 Crypteks

Restrictions: None.

Special Rules:

Conclave: All units in this Formation must be fielded as a single unit, even though this is not normally allowed, and they cannot leave this unit. Models with the Independent Character special rule cannot join this unit. While the C’tan Shard is alive, the opposing player must always use the C’tan Shard’s Toughness when rolling To Wound models in this Formation.

Forbidden Knowledge: The C’tan Shard from this Formation has the Feel No Pain (5+) special rule. If one Cryptek has been removed as a casualty, the C’tan Shard instead has the Feel No Pain (6+) special rule. As soon as both Crypteks are removed as casualties, this rule no longer has any effect.

Source: Campaign: Shield of Baal: Exterminatus

 

Zarathusa’s Royal Decurion Formation

Zarathusa’s Royal Decurion Formation

Requirements: 1 Necron Overlord , 1 Immortals Units, 2 Necron Warriors Units, 1 Ghost Ark, 1 Doom Scythe, 1 Triarch Praetorians Unit, 1 Triarch Stalker, 1 unit of Deathmarks Unit, 2 Canoptek Wraiths Units

Restrictions: None.

Special Rules:

Command Protocols: At the start of each of your turns choose one of the following special rules to apply to all of the non-vehicle units in this Formation: Crusader, Counterattack, Fearless, Monster Hunters. The effects last until the start of your next turn. You cannot use this special rule if the Necron Overlord from this Formation has been removed as a casualty.

Source: Campaign: Shield of Baal: Exterminatus

 

Anrakyr Strategic Decurion Formation

Anrakyr Strategic Decurion Formation

Requirements: Anrakyr the Traveller, 1 Immortals Unit, 2 Necron Warriors Units, 1 Ghost Ark, 1 Doom Scythe, 1 Deathmarks Unit

Restrictions: None.

Special Rules:

Grand Strategy: You re-roll the dice when attempting to Seize the Initiative. Furthermore, as long as Anrakyr the Traveller has not been removed as a casualty, you can re-roll Reserve Rolls.

Source: Campaign: Shield of Baal: Exterminatus

The Guardians of Perdita Formation

The Guardians of Perdita Formation

Requirements: 1 Conclave of the Burning One, 1 Zarathusa’s Royal Decurion, 1 Anrakyr’s Strategic Decurion

Restrictions: None

Special Rules:

Regent of Mephrit: As long as the Necron Overlord from Zarathusa’s Royal Decurion has not been removed as a casualty, that Formation’s Command Protocols special rule applies to all non-vehicle units in this Formation.

Source: Campaign: Shield of Baal: Exterminatus

Reclamation Legion Formation

Reclamation Legion Formation

Requirements: 1 Necron Overlord, 0-2 Lychguard Units, 1-4 Immortal Units, 2-8 Warrior Units, 1-3 Tomb Blade Units, 0-3 Monoliths

Restrictions: Nemesor Zahndrekh, Trazyn the Infinite, Anrakyr the Traveller or a Catacomb Command Barge may be taken in place of the Overlord.

Special Rules: Move Through Cover, Relentless

Enhanced Reanimation Protocols: You can re-roll Reanimation Protocols rolls of 1 for the Overlord from this Formation and the units from this Formation that are within 12” of him

Source: Codex: Necrons

Judicator Battalion Formation

Judicator Battalion Formation

Requirements: 1 Triarch Stalkers Unit, 2 Triarch Praetorian Units

Restrictions: None.

Special Rules: Move Through Cover

Target Designated: At the Start of each of the controlling player’s Shooting phases, nominate one enemy unit within line of sight of a Triarch Stalker from this Formation. All units from this Formation can re-roll failed to Hit, To wound and armour penetration rols against the nominated unit until the end of the phase.

Source: Codex: Necrons

Destroyer Cult Formation

Destroyer Cult Formation

Requirements: 1 Destoryer Lord, 3 Destroyer Units, 0-1 Heavy Destroyer Units

Restrictions: Each unit of Destroyers must consist of at least 3 models.

Special Rules: Move Through Cover.

Fearsome Ruler: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Necrons.

Extermination Protocols: All units in this Formation re-roll railed To Wound rolls and Armour Penetration rolls in the Shooting phase.

Source: Codex: Necrons

 

Deathbringer Flight Formation

Deathbringer Flight Formation

Requirements: 2-4 Doom Scythes

Restrictions: None.

Special Rules:

Amalgmated Targeting Data: When a Doom Scythe from this Formation fires its death ray at an enemy unit, add 2 to its Ballistic Skill for each other Doom Scythe from this Formation that has shot at the same enemy unit this turn.

Wailing Cacophony: All enemy units that are within 12” of at least two Doom Scythes from this Formation have -1 Leadership

Source: Codex: Necrons

 

Living Tomb Formation

Living Tomb Formation

Requirements: 1 Obelisk, 0-2 Monoliths

Restrictions: None.

Special Rules:

Precision Arrival: All units in this Formation must be placed into Deep Strike Reserve. Do not make Reserve Rolls for the Obelisk from this Formation; it automatically arrives on the controlling players’s second turn. When arriving from Deep Strike Reserve, Monoliths from this Formation do not scatter if they are placed within 12” of the Obelisk from this Formation.

Tomb Nexus: Immediately after a Monolith from this Formation arrives from Deep Strike Reserve, you can choose one friendly unit with the Necrons Faction consisting entirely of models with either the Infantry or Jump Infantry unit type that is in Reserves or Ongoing Reserves. The chosen unit is placed as if it were disembarking from the Monolith’s eternity gate. Any models that cannot be placed are removed as casualties, but the unit is otherwise treated exactly as if it were disembarking from a Transport vehicle.

Source: Codex: Necrons

 

Annihilation Nexus Formation

Annihilation Nexus Formation

Requirements: 1 Doomsday Ark, 2 Annihilation Barges

Restrictions: None.

Special Rules:

Quantum Deflection: If the Doomsday Ark from this Formation’s quantum shielding is deactivated at the start of any of the controlling player’s Movement phases, you can nominate an Annihilation Barge from this Formation within 6” that has active quantum shielding. That Annihilation Barge’s quantum shielding is immediately deactivated, and the Doomsday Ark’s quantum shielding is immediately reactivated.

Source: Codex: Necrons

Canoptek Harvest Formation

Canoptek Harvest Formation

Requirements: 1 Canoptek Spyder, 1 Canoptek Wraith Units, 1 Canoptek Scarab Unit.

Restrictions: None.

Special Rules: Move Through Cover, Relentless.

Adaptive Subroutines: At the start of each of the controlling players’s Movement phases, choose one of the following special rules, Fleet, Reanimation Protocols, Shred. The Conoptek Spyder from this Formation and all units from this Formation, benefit from the effects of the chosen special rule unit the start of the controlling player’s next Movement phase,

Source: Codex: Necrons

Royal Court Formation

Royal Court Formation

Requirements: 1 Necron Overlord, 1-3 Lords, 1-3 Crypteks

Restrictions: Imotekh the Stormlord, Nemesor Zahndrekh, Trazyn the Infinite, Anrakyr the Traveller or a Catacomb Command Barge may be taken in place of the Overlord. Vargard Obyron may be taken in place of a Lord. Illuminor Szeras or Orikan the Diviner may be taken in place of a Cryptek.

Special Rules: Move Through Cover, Relentless

Wisdom of the Aeons: If the Overlord from this Formation is chosen as your Warlord, you can re-roll the result when rolling on the Warlord Traits table in Codex: Necrons.

Source: Codex: Necrons

 

Retribution Phalanx Formation

Retribution Phalanx Formation

Requirements: 1 Necron Overlord, 1 Necron Warrior Unit, 1 Canopek Scarabs Unit, 1 Triarch Stalker

Restrictions: None.

Special Rules:

From the Sands, We Rise: If the unit of Necron Warriors or Canopek Scarabs from a Retribution Phlanx is wiped out, it can return to the battlefield at the start of your next turn. The unit must set up within 3? of the Necron Overlord from this Formation.

Source: Start Collecting! Necrons

Oppressor Flight Formation

Oppressor Flight Formation

Requirements: 1 Flyer Wing consisting of 1 Night Scythe and 2-3 Doom Scythes

Restrictions: The Night Scythe must be the Wing Leader.

Special Rules:

Command Asset Located: You can re-roll To Wound rolls of 1 and Armour Penetration rolls of 1 for units from this Formation if the target is an enemy HQ unit.

Energy Transference: If the Formation is in an Attack Pattern at the start of your turn, pick a single friendly Necron vehicle that is in Reserve. That vehicle can Deep Strike to the battlefield within 6? of the Night Scythe from this Formation and will not scatter. Then roll for any remaining Reserves normally.

Source: Supplement: Death from the Skies

 

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