Hello fellow necron players. Today I shall share with you my personal experience with 8th edition Necrons. So far I had about 30 games in this new edition and I have also seen other people playing them directly.
I try not to interfere when i watch a game, first of all because I would look like a d**k and secondly because I wanted to see how people have adapted to the brand new rules.
There is an excellent thread on this forum about unit grades and general tactics already and I advise you to check it out, but I'd like to give my personal Idea about the army. A quick and dirty rundown of the units as well as the general idea of how I play so, feedback is welcome.
Let's start by picking our best toys to play with in order of role in the battlefield. (forgeworld is left for last)
HQs
Named HQs
Orikan: Better than a regular cryptek in any way shape or form. Take him if you have spare points but if you have no
CC units it may not be worth said points (his
inv extends to melee)
Illuminor Szeras: Only way to buff Praetorians but even if you advance him he won't be able to keep up. Can be useful if paired with many blobs of infantry but otherwise a regular cryptek is better.
Other named characters: Either relying on gimmicks or a foot slogging overcosted or mediocre
hq. Usually not worth the points unless you are playing for the
lols which i fully respect.
Non named HQs
Overlord: Second best
HQ in the index. Keep him near useful shooting like immortals. Equip him with warscythe and add a res orb if you have spare points.
Cryptek: Probably the best
HQ. If you have a warrior blob and no cryptek you might as well not deploy them. Extremely awkward to keep him in range, if the opponent has snipers might as well not deploy him.
Lord: Useless. if you need to take a morale test you have to use command points most of the time. Take an overlord instead.
Command barge: Gauss cannon hitting on 2+ is nice. Same goes for being a character, quantuum shielding and added range. The lack of 4++ save hurts a ton sometimes so watch out.
Troops
Warriors: Take them in blobs of 20. They will be where all your command points are spent.
Immortals: People love tesla, but unless you are going to squat on an objective or dealing with hordes Gauss Immortals are better. Plus every army seems to have something that gives - 1 to shooting or more (see venomthropes/malanthropes + the horror)
Elite
Deceiver: Nice ability, useful for countering enemy deployement. Otherwise meh.
Nightbringer: Good against infantry but infantry is the only thing we are good against anyway. Otherwise gonna die easily.
Deathmarks: AMAZING. Wanna use them in groups of five to deep strike onto objectives? Wanna use them in groups of 10 and deep strike inside those ruins? Wanna finish off that annoying vehicle? Great versatility, just remember that you expect 3 mortal wounds on average (10
DM in rapidfire) so unless you want to use them to kill a veeeery squishy character don't use them for that. Also be careful when you feel tempted to use their interceptor rule. you might get shot to death immediately.
Flayed ones: Overcosted crappy unit. Gonna tear to shreads those conscripts but you are throwing away 400 points of models to kill 100 pts of stuff... great deal.
Lychguards: More like slugguards. You are either spending 175 points for a 5 men squad with shields that protects a 110-140 character or you are going to get in melee, maybe, by turn 5 with your warscythes (assuming you haven't been turned into a steaming crater already.)
Triarch stalker: Very good. Don't bother with heat ray. Take particle shredder instead for those sweet reliable 6 S7 shots or a twin heavy gauss cannon for the range. Great buff too, essentially a free markerlight.
Praetorians: Best melee infantry. Take voidblade (for the extra attack) and particle caster. No sense bothering with rods of the covenant. They are fast, they fly, they provide. Just try to keep them in cover or better out of
LoS. They are likely the only
CC unit that is gonna make its points worth in
CC. (Mind you, a LOT of points)
Fast Attack
Destroyers: If you want S5 shooting with
ap take immortals instead. Good on paper but a huge point sink.
Tomb blades: Very good for flanking, great guns (take blasters), lighning speed. Just stay away from heavy fire power and take units of 9. If you lose them you took a great hit tho.
Wraiths: The ultimate tarpit unit. You are not gonna kill anything but you can tie shooty stuff in combat forever. Throw them against those flamer tanks and watch them not being able to shoot for the rest of the game. watch out for mortal wounds dealers like psykers.
Scarabs: AMAZING. The ultimate tarpit unit's little brothers. They excel at: objective squatting, screening against melee, advancing and preventing deepstrike, keeping non flamer shooty units in combat for ages, preventing disembarking from transports.
Heavy support
Annihilation barge: Mobile, fly keyword, but otherwise gonna do very little. mediocre unit
Spyder: Only non
FW psyker defence, worth keeping around if you have vehicles otherwise kinda meh.
Heavy destroyers: Gigantic overcosted point sink. People love them, I don't.
Trascendent C'tan: NO. Please don't.
Doomsday ark: Our best anti vehicle. Extremely unreliable but at least has long range. Pair it with a stalker and eventually you might kill a vehicle. Maybe. Possibly. (why d3 shots is beyond me)
Monolith: Just don't. Unless you want the cool factor just don't take him. Overcosted, unreliable, underwhelming, and surprisingly fragile. Those 20 wounds aren't gonna help you if you have 3+ save, no quantuum and no
inv. At least has
bs 3+ now...
Flyers
NO. Don't even bother. Basically flying tin cans armed with wet noodle shooters. Your points are better spent elsewhere
Transports
Ghost ark: Not bad but don't treat it as a transport. if you look at the model i believe it whouldn't have been one to begin with. Basically a buff unit that you pay the transport feature cost in addition too. Or maybe use it as a transport and enjoy those 10 warriors get shot into fine dust the second they come out. Neat.
Lords of war
Tesseract vault: See transcendent c'tan
Obelysk: The guy who made the rules for this needs to drink his paint water. Just don't.
Forgeworld
Tomb stalker: Why bother? Take a tomb sentinel instead!
Tomb sentinel: Great punch in shooting and has the "I'm in your deployement zone please shoot me" factor. Amazing distraction.
Acanthrites: take tomb blades instead
Tesseract ark: Solid unit, great firepower, only unit with
inv AND quantuum. Good value.
Sentry pylon: Great fire support, a worthy addition.
Night shroud bomber: Hands down the best flyer, but that doesn't make it very good still.
Tomb citadel: AHAHAHAHAHAHA. No.
Gauss Pylon: Best anti tank in the index. You have disposable income to throw away? No? Change hobby. Otherwise buy this. The
inv bubble is great for other vehicles too.
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Alright we went over every unit. Time to talk about tactics.
Deployement
Hq:
Must be protected and stay protected for the entire game. If the opponent kills them it's GG for you and that sweet warrior blob. Don't go into melee unless absolutely necessary. Try to make use of the auras but don't go overboard with it or you will deploy awkwardly.
Troops:
Warriors: Don't bother with cover. Those 20 warriors are not gonna fit inside a building anyway. Always have a cryptek around, Save all your command points to autopass morale and try to keep them screened from
CC units either with scarabs or with another blob. If you manage to surround a full transport by charging it those models inside are not gonna be able to disembark for the rest of the game. Use blobs if you like holding that contestable objective.
Immortals: Keep them in cover if you can or far behind at least. They are
MWBD targets as often as possible especially with tesla. if you wanna inch towards stuff absolutely bring gauss. If you gonna sit in those ruins chances are tesla is better.
Elite
Deciever: Alpha strike is not a necron thing in this edition and you cannot charge anyway unless you use some slowed portal combination that will just be a massive point sink. Use him to redeploy important stuff like
DD ark and tri stalkers
Deathmarks: Keep them in deepstrike, use them to grab lone objectives and to be annoying in general. don't underestimate their power against even vehicles, but don't use them with too much confidence too. The job they do less efficiently is weirdly enough characters hunting.
Triarch Stalker: Use it to buff important stuff but keep in mind that even those 20 warriors wouldn't mind a buff either. Generally tho try to buff
DD arks and such.
Praetorians: Use them to grab objectives and to kill
Meq. Useful as a tarpit too but overshadowed by wraiths for that role. just don't charge melee specialists and try not to get blown of the planet.
Fast attack
Tomb blades: Put them in a flank, possibly out of line of sight if you are going second, ready to close in on objectives or to pulverize those
MeQ.
Wraiths: You are never gonna get cover with them nor you need it having 4+ armor and 3++
inv. Try to form a wall to block transport movement, possibly charging and surrounding them (they can go through models and terrain). Don't bother with upgrades.
Scarabs: Same as wraith. Try to keep them out of
LoS (very easy) charge shooty stuff, screen your ranged units or generally try to surround transports, so that on the next turn you can fall back a little bit, shoot at said vehicle and the units inside may have no space to disembark and die.
Tomb sentinel: Deep strike on that juicy juicy transport, kill it and try to charge it. Worst comes to worst you have forced your opponent to shoot it and leave your infantry alone for a change.
Heavy support
Annihilation barge: If you really want to bring it keep it behind terrain. Not the worst objective grabber either.
Spyder: Try not to get it killed. Not worth using to reanimate scarabs, use it for vehicles instead.
DD ark: Keep it in a corner, deploy it last and go to town from afar. It can fly but if it has to fall back becomes garbage.
Tesserect ark: same as annihilation barge but best used against vehicles because we don't have much that can kill them as reliably.
Sentry pylons: Keep them at max range. Myght be wirth it the -1 to shoot to deepstrike them so that they don't get destroyed.
Flyers
Nah doug.
Transport
Ghost ark. Best kept behind warrior blobs and empty. Use it to rianimate them and mostly to take firepower in their place cos the opponent will try to kill it first.
LoW
Gauss Pylon: No reason to deploy it on the table. always deepstrike it on your backline, possibly in a corner, and go to town.
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Tactics
Here's the thing you want to do with necrons.
Don't die.
If a unit of infantry is blown off the table you paid a ton of points for an ability you didn't even get to use. People say use 15 warriors. I always remain with 1 warrior left so I say you save those
CP and reanimate 9-10 warriors on average (14-15 with ghost ark/ orb)
Make clever use of cover when you can, keep you distance feom
CC units, try to screen your blobs with stuff (even other blobs) and pick your targets carefully when charging. Mortal wounds? Scarabs. Lots high
ap shots? Wraiths. Few powerful attacks? Praetorians.
Take objectives
Necrons are great at holding objectives but bad at taking them. Here's how you grab them:
Wraiths/ Praetorians/ Scarabs: just run and grab them, charge moves can be really useful to boost your movement further than advancing can.
Tomb blades: Fast and reliable. Move up, shoot, possibly charge if you have necrodermis balls.
Deathmarks. Our primary and most relieble way to grab objectives especially in units of 5 (100 points for a victory point is not bad)
Kill stuff
Flowchart: Is it a
Meq? >warriors
Is it a
Teq? Immortals/ tomb blades
Is it a Vehicle? Stalker and
DD ark or if you can't kill it just tarpit it into oblivion.
Does it have a crazy
inv save? Deathmarks.
Be weary that you are only gonna have a field day against firewarriors. That Ghostkill isn't going down anytime soon.
Remember this with necrons. The longer that blob stays alive the less stuff there will be that is able to wipe it out. That is why at 1000 points necron often win and at 2k they struggle. You are playing a war of attrition but you can afford no mistakes, especially in deployement because if you screw it up chances are you are doomed to fall. Positioning, objective gaming, target priority, as always is the key, but even more so this time around.
That is mostly it. I'm open for debate of course as I consider myself a mediocre player at best. Just love my necrons and wanted to share ideas with you!
P.s. Oh and if you are fighting against admech castellan spam... just be sure to bring some water for all the

you'll have to eat.