Starting my Necron Tactica for the new edition, feel free to leave comments/experiences. As you can see down below, several portions missing right now as I flesh this out.
HQ
Nemesor
--Probably my second favorite character in the book, Nemesor got some great buffs in 6th. His Adaptive Tactics specifically got much better---Tank Hunters is absolutely perfect for Warrior Phalanx gauss--and his Res Orb fits right at home in that same mob. Stealth is always good--and will come more into play given how Night Fight works (and how common it will become). Night Vision removes Night Fight for a unit as well--which will help with any long range shooting you have during that crucial last turn if Night Fight activates. Of course, he still has his 2+/3++ and with the new Allocation rules--can possibly be used to soak up some hits in combat/shooting if you need him to (even better if a Chronotek is attached).
Royal Court
Harbingers of the Storm
--The winners of the Royal Court in 6th edition, they'll be invited to all the parties. Voltaic staffs are just ridiculous now---take three, add a Veiltek and pick a vehicle (Or vehicle Squadron)--it's dead. First turn, see a Land Raider with TH/SS terminators sitting across the table? DS this unit and put them on foot for the rest of the game. Even if you face an infantry army with no armor--this unit drops a Str. 8 AP1 Template and puts out 12 Str. 5 shots a turn. You can either go all in with Lords and make this a nasty unit--or just consider it Meltacide Necron style.
Harbingers of Despair:
--Small buff with the new DS table, which is a bit more friendly with mishaps. Still a great Cryptek and as noted above, adds a lot of synergy with certain units.
Harbinger of Destruction:
--Lost a bit of utility due to the new Night Fight rules---however gained a bit with the AP2 buff on the damage table. Pulse is still worth it--just not as "Of course!" as it was before.
Harbinger of Eternity:
--I'm probably bucking the trend here but I never consider this Cryptek that terrific. The times I actually saved him to...save someone else was far/few in between. He goes well with the Stormlord of course due to the FAQ--and if you decide your 2+/3++ Lord is going to lead your super unit and take hits for them--then you should probably include him. I don't see it happening much though.
Elite
Deathmarks
Deathmarks got two buffs in 6th. One, Rapid fire is improved and helps with their DS scatter. Two, the Sniper rule is better and will help pick out the melta/plasma/etc. in a squad when you strike on them. Combine these with a Veiltek and you have a nasty "What unit do I need dead" unit. More on this in the Court section.
Troop
Warriors
Warriors got better in 6th for a couple of reasons. One, assault is going to be much deadlier against large units. A group of 20 warriors is going to put out some serious shots with the Rapid Fire rules--and then Overwatch you the next turn when you try to assault. I say try, as if you throw a seismic crucible in the unit and enemies are taking 20 Overwatch shots, removing front casualties, then rolling 2d6 for distance then subtracting d3. That's an average 5 inches for assault--which isn't a great deal! Not to mention--the Gauss rule. So a 20 man blob shooting at 24 inches can strip 2-3 hull points from a tank--which wrecks most. If you are really concerned about the tank in question, throw Nemesor's Tank Hunter on the unit for rerolls.
Immortals
Super Warriors essentially with a bit higher strength gun and better saves. Again, Rapid Fire + Gauss buffs makes Immortals a terrific pick as well--plus they give you access to a Night Scythe.
Fast
Wraiths
I'm kind of down on Wraiths since 6th edition. They really gained little from the new ruleset (Save the Hammer of Wrath--provided you only move 6" and chance the dice!)---and Overwatch hurt them. A 3++ T4 model dies---well like a marine to Dakka and I can see people losing a Wraith before jumping into HTH. Whip Coils did receive a small boost though--and you should be striking before anyone else if properly equipped. Still a solid pick.
Heavy:
Doom Scythe
I think Doom Scythes got a tremendous buff in 6th and answer a lot of questions for Necrons. Deathstar HTH units? (TWC, Nob Bikers--and you will be seeing a lot of those, TH/SS Terms, Parking Lots, etc.). With the friendly reserve rules, their silly speed and the general lack of Skyfire across the books---you should get a hell of an alpha strike with the Scythe. Their weapon functionality is pretty friendly with the new turning restrictions as well--just keep in mind how Flyers work in the new edition and what being off board end game means. Count on a turn 2, turn 3, fly off turn 4, come back turn 5.
Ann. Barge
Twin Linked Tesla Destructors, which were good before, got even better with the removal of the -1 on AP - and the fact glances remove hull points. These guys handle infantry and light tanks and are dirt cheap.
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