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Rundown on Necron Wargear [Broken HTML]

Submitted By: Date: May 31, 2006, 07:46:29 PM Views: 2743
Summary: <p class="body">Greetings reader, this article will be on the uses of the different pieces of necron wargear usefulness. This is all based on the personal opinion of a gamer who has played necrons for several years and is by no means written in stone. I won’t be telling exactly what each piece of wargear does so as to not violate Games Workshop copyright so all my advice will given by assuming that you have the necron codex and know what each piece of wargear does. NOTE: this is about the wargear taken by the necron lord, not all of the weapons in the necron army.</p>

<p class="heading">The Resurrection Orb:</p> <p class="body">Let’s start with the best and most famous (or infamous if you are an enemy of the necrons).  The resurrection orb is the single most important and useful piece of wargear in the necron armory.  One of the things that makes the necron army so formidable is its “We’ll Be Back” rolls.  A squad that is almost completely wiped out can get up and be ready to enter fight again.  However, there are two things that can negate “We’ll Be Back” rolls and a smart opponent will use them.  The resurrection orb completely removes those two problems allowing nearby units to make “We’ll Be Back” rolls regardless.  This piece of wargear should be taken in all necron armies.  It can save a warrior squad from a unit of howling banshees or a terminator squad.  It does cost a fair amount of points but when compared to how many necrons it revives it is worth it.</p>

<p class="heading">The Veil of Darkness:</p> <p class="body">This piece of wargear is also widely used.  The ability to take a squad already on the board (even in close combat) and to deep strike it anywhere on the board is very useful.  This item is most often used to get squads out of close combat or to teleport a unit of immortals or warriors next to a vulnerable enemy squad and blast them with some good old gauss power.  It is also useful if you are playing in games that require you to capture objectives or table quarters.  There is no limit to the range of veil of darkness so it can take squads across even the largest playing boards.  However, this item is also very expensive points wise.  Have a good idea of how you are going to use it if you plan on taking it and whether or not it will be useful against your opponent.  Also remember that it does act the same way as deepstriking so be careful not to try and land your squads too close to table edges or impassible terrain as you could lose both a squad and a necron lord.</p>

<p class="heading">The Gaze of Flame:</p> <p class="body">I love using this piece of wargear on a necron lord that is specifically meant to go into close combat.  The enemy’s loss of their charging attack is nice but the main benefit is the enemy’s loss of leadership.  The lower your enemy’s leadership the better the chance they will fail a leadership test.  The gaze of flame is useful when combined with the flayed ones “terrifying visage” ability which relies on the enemy squad failing a leadership check.  If your necron lord is going to stay in the background and is not supposed to engage the enemy then do not take this item.  Take it only if you expect your lord to get down and dirty with the enemy.</p>

<p class="heading">The Destroyer Body:</p> <p class="body">One of my favorites, this beauty gives several benefits to the necron lord.  He is basically mounted on a jetbike for rule’s purposes.  His toughness is increased to 6 but unlike normal jetbikes his toughness is permanently changed so he won’t be instantly killed by weapons because of their strength doubling his toughness and it makes him much harder to hurt in close combat.  His movement is increased greatly and he now gets to turbo boost just as all jetbikes do.  Moving 24 inches and having his save made invulnerable for a turn makes your necron lord a serious threat to your opponent’s flanks and rear.  Team him up with some turbo boosting scarabs and wraiths and you can have a very fast and mobile attack force.  However, if you have just one necron lord you may want to leave this piece of wargear behind.  If your necron lord is off battling the enemy forces it leaves the rest of your army behind without the benefit of the resurrection orb or any other pieces of wargear.  I suggest taking this item when you have two necron lords.  Leave one behind on foot to assist the warriors and immortals and give the second one the destroyer body to attack the enemy.</p>

<p class="heading">The Phase Shifter:</p> <p class="body">A simple but effective piece of wargear.  If your lord is going to be getting into close combat with some tough enemy squads, especially ones with power weapons then you might want to take this piece along.  A 4+ invulnerable save can keep a necron lord alive far longer if he happens to be attacking some howling banshees or an enemy hive tyrant.  But it does cost a bit so if you don’t expect your lord to be engaging with the enemy then spend your points elsewhere.  You shouldn’t need protection from shooting, as your necron lord should always be around some units of warriors or immortals.</p>

<p class="heading">The Phylactery: </p><p class="body">Another invaluable piece of wargear for a necron lord who expects to get into close combat.  It doesn’t increase your chances of succeeding in a “We’ll Be Back” roll but it does make your lord much stronger if he does make a successful “We’ll Be Back” roll.  Remember that if you teleport a squad through the monolith they can reroll any failed “We’ll Be Back” rolls so if your lord happens to be attached to some warriors or flayed ones and fails his roll you can always teleport the squad he is in through the monolith in order to get a second shot at it.  Again, don’t bother taking this if you don’t expect your lord to get into close combat.</p>

<p class="heading">The Nightmare Shroud:</p> <p class="body">This is an item that should only be taken under certain circumstances.  First of all, if your lord is not going to get near the enemy then don’t bother.  If you happen to be facing imperial guard or tau and your lord will never get near them because he is on foot then it wont do any good.  Also, if you happen to be facing an enemy with very good leadership such as chaos and tyranids then this well not be any use as it relies on the enemy failing a leadership test.  However, if you know you can get close to an enemy with only moderate leadership then you may consider using this.  For instance, if you have a lord with a destroyer body and you manage to get him in the middle of an imperial guard force then nightmare shroud can be effective.  If you happen to have some pariahs in your army and you can get them close enough to the enemy along with the necron lord then it could be useful.  Personally I do not take this piece of wargear as there are a dozen other better things that I could spend points on.</p>

<p class="heading">The Solar Pulse:</p> <p class="body">I will say right out that I do not recommend taking this piece of wargear.  All it does in a normal game is make it harder for your opponent to shoot at the squad your necron lord is in for one turn!  Your opponent can still shot the rest of your army and the effect only lasts for one turn so even your necron lord’s squad won’t be safe for long.  And in a game with night fight rules it negates those rules for one of your shooting phases.  The thing is that necron weapons are very short ranged.  The longest ranged weapon in the necron army is 36 inches.  Most other weapons will be fired at much shorter ranges so rolling to see during nightfight is hardly ever a problem.  In my opinion this piece of wargear is not worth it, however, you may find a few rare circumstances in which it might be used, such as a night fight mission where you happen to have a lot of firepower pointing at the enemy who happens to be 24-36 inches away and you want to make sure you hit them with everything you have.  But I have never had one of those situations ever come up for me.</p>

<p class="heading">The Chronometron:</p> <p class="body">This is another piece of wargear that I simply do not take.  If your necron lord is ever forced to fall back then he is already in big trouble and I really don’t think this will help him any.  The same goes for if you happen to be sweeping advance the enemy.  Necrons have horrible initiative and generally do not do well in close combat (they are a mainly a short to medium ranged shooting army).  The only case in which I would suggest it is if you have a squad of flayed ones with your lord.  They are good in close combat and have decent initiative so it could make a difference if they sweeping advance.</p>

<p class="heading">The Disruption Field:</p> <p class="body">Don’t bother.  Practically every single model in the necron army is capable of taking down a land raider, giving this to your necron lord is a waste.  He has the staff of light which in itself can take down vehicles and if he takes the warsythe then he has an even stronger anti vehicle weapon.  The disruption field for the necron lord is completely unnecessary.  I would only suggest taking it if you have an extra 5 points and have absolutely nothing else to take.</p>

<p class="heading">The Lightning Field:</p> <p class="body">This piece of wargear just sounds awesome in its description but is sadly lacking in actual use.  The only time this thing actually does anything is when your own troops are dying and it is so weak it will only do reliable damage against the weakest of models such as tyranid guants and imperial guardsmen.  You can buy another far more useful piece of wargear with the points you would pay for this.</p>

<p class="heading">The Warsythe:</p> <p class="body">This is not actually a piece of wargear; it is the only optional weapon the necron lord can take so I decided to throw it in.  This is a really cool weapon that is obvious by its description.  Outfit a necron lord with a destroyer body and this baby and he will slice through most normal squads easily.  A weapon that ignores ALL saves and gives the necron lord an extra punch against vehicles is not to be ignored.  Now, in order to get this weapon you have to give up the staff of light which is also a very nice weapon, and in some cases you may want to keep the staff of light.  Some armies don’t have any, or at least very few invulnerable saves and the necron army as a whole is excellent at tank hunting.  If you happen to be going up against tyranids or something similar then the staff of light may be preferable.  However, if your lord is going to take an active assault role then the warsythe is a very attractive option.</p>


So, that is my rundown on the necron wargear.  As you can see I only really use about half of the wargear but those few items are really effective.  Not everyone may agree with my analysis and that is fine, this is strictly the result of my own experience.  Use my advice as guidelines if you don’t know much about the wargear but draw your own conclusions after you get use to the army.  Good luck gamers!</p>

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