Since about 10 days or So have Passed since the release of 6th I figured it was about time to accumulate a list of tactics and Combos For use against those barberic Corpse on a throne worshipping Imperials and anyone else foolish enough to stand in the way of our glorious galactic reclamation. Now I have already looked for something similar on here but have not found anything yet but If I missed something feel free to lock and delete this
Now Without further Ado lets begin.
The Goal: Its quite simple really. If you have a Cool Necron Combo or just an awesome tactic Just Post it (With details of overall points cost and effectiveness as well as some variations on it), Test it and I'll add it to the list. I'll also note who posted the combo so credit can be given where Credit is Due
Guide: All COmbos will list 1 of the following Class and an effectiveness Grade.
- Cheesy (Broken)
- A (Very Good take it if you have spare points)
- B (Good, Not great but gets the Job Done)
- C (Average)
- D (Niche use's otherwise not worth it)
- E (For the Lols but otherwise acheives nothing)
Combo's : To Get this Started I'm going to Post 10 Combo's that have been made possible thanks only to this edition. I'll post older ones later along with combo's people post themselve's. I'll do my best to keep them in unit Order
Todays 5 Combos
5 more Combo's. Thanks to everyone whose's Contributed Thus Far
Everyone Sorry I took So long here is 11 New or updated Combos for your Convience in the war against the Imperium
Now Without further Ado lets begin.
The Goal: Its quite simple really. If you have a Cool Necron Combo or just an awesome tactic Just Post it (With details of overall points cost and effectiveness as well as some variations on it), Test it and I'll add it to the list. I'll also note who posted the combo so credit can be given where Credit is Due
Guide: All COmbos will list 1 of the following Class and an effectiveness Grade.
- A Tactic or Combo Will be Classed either as a Death Star, a 1 use Game Changer, Army/Tactic Discrimintry (EX anti-Mech), Character Killing or Just simply Hilarious
- Cheesy (Broken)
- A (Very Good take it if you have spare points)
- B (Good, Not great but gets the Job Done)
- C (Average)
- D (Niche use's otherwise not worth it)
- E (For the Lols but otherwise acheives nothing)
Combo's : To Get this Started I'm going to Post 10 Combo's that have been made possible thanks only to this edition. I'll post older ones later along with combo's people post themselve's. I'll do my best to keep them in unit Order
- Challange Accepted
(Mind Shackle Scarabs + Sempiternal Weave + Warscythe on Lord)
Class: Character Killing
Summary: Think Necrons are terrible in combat. You have yet to face an overlord and all the dirty trick's 1 can use. By facing this combo you have 2 choice's watch your Character kill itself, die to a Warscythe or meet some other horrible fate or watch your unit get decemated by the Overlord while your character sits back and does nothing. Thats what this Combo give you. Its nasty
Cost: Between 75 and 135 based on choice of Lord or Overlord. Exludes extra gear
Grade: A+ (Unless you have a good reason not to use this you carry it in all cron lists) - Challange Denied
(Some sort of Lord or Cryptek in the same Squad as your HQ)
Class: Character Killing
Summary: Yet another great dirty Trick. Dont want Trayzyn, Orikan Or Obyron Fighting Abbadon Or Ghazskull and would rather put there talents to infantry killing. This is your combo. Simply let your oppenent challange you say yes and just put a Lowly lord or Cryptek in there place and watch the look on there face as there accompaning unit is destroyed and while Other armies can do this with Sgts and the like we have the advantage of Re-animation so we can rinse and repeat if necassary
Cost: How much you want it to be
Grade: B (Usally you want HQ's in challenges but this is a great way out if needed) - Ctan Deathstar Killer - I saw it after Iron Angel posted in another thread
(Ctan + Times Arrow + Gaze of Death)
Class: Character Killing
Summary: This is even more powerful then the Mind Shackle Combo. This is your Draigo and Abbadon Killer. With High Toughness, 4++, S7 Ap2, Fear and the ability to regain wounds even the most combat savy oppenents dare not face this less whole units die and while slow getting too combat its nothing sticking to cover or Using tarpits cant mitagate. And once you've finished disposing of character you can turn your attention to everything else. Very Powerful
Cost: 275
Grade: Cheesy (While the cost does take some sting out of it. The potential of it means I cant rate it anything less) - Canoptek Doom
(Destroyer Lord + 5/6 Wraiths)
Class: Mini Death Star
Summary: Wraiths with prefered enemy everything and a Warscythe Lord. Need I say More
Cost: Bareboones this will combination will set you back 335 but will more then like cost more due to gear
Grade: Cheesy (Expect this to be a bullet magnet as the moment it gets into combat all hell break loose) - Earth Scourer - by Creator of Chaos
(Destroyer Lord with Res Orb + 20 Necron Warriors)
Class: Game Changer
Summary: We all know how powerful the Phearonic Hoard was in the last edition and while this lose's the infamous move/Shoot/Charge aspect it gives us something everyone has only dream off till now. Warriors with re-rollable Guass Flayers and combat throws. To put simply expect your unprotected infantry or Vechiles to die should you see this (Hence the Name) and while its a Tad Vulnerable to Termies or Battle Cannons the Res Orb and if you decide an accopanying Ghost ark can go a Long way to mitigate that.
Cost: 415 excluding Additonal Wargear and potential Royal Court Members
Grade: A- (Those Cost and Destroyerlord losing its mobility prevent it reaching the same level as the Phearonic Hoard but still Feared nonetheless)
Variations: Watch your oppenent cringe when you include a Tachyon Arrow - Disco Earth Scourer - By Creator of Chaos
(Destroyer Lord + Phearon Overlord with Warscythe + 20 Warriors + Res Orb + 2 Mindshackle Scarabs + 2 Sempiternal Weave)
Class: Game Changer and Death Star
Summary: Combining both the Earth Scourer and Phearonic Hoard gives us this all killing monster but unlike Other Death Stars This 1 is Actually Afforable in standard Games. Everything that can hit and wound gets re-roll's on 1. Few Problems in Combat, Kills Vechiles and Can Move/Shoot/Charge and the Cryptek can augment you further. If you use this make sure you take Ghost Arks because this thing is a magnet for bullets.
Cost: 595 without other gear Cheaper then most other death Stars in the necron Army and has double the members but still expensive
Grade: A+ (Very tempted to make this cheesy but the Cost maybe a Tad to much)
Variations: Add Tachyon Arrows or Harbingers to make this even more Nuts - Prefered Enemy Royal Court
(Maxed Royal Court including 5 MSS, Res Orb, Veil of Darkness and a varitey of other gear + Destroyer Lord)
Class: Death Star
Summary: The Footsloogers that make even the Chaos Gods weep. This thing is extremly expensive but extremly versitile and resiliant packing a variety of weapons and Special rules that this Court is Famous For but now all with prefered Enemy Everything. Sadly tho due to its Steep Cost (At-least 75 Points a Necron Lord and gear and 45+ a Cryptek) you wont see this monster outside Apocalypse Game's. However when it is fielded it anything it touches just Dies and Dies quick.
Cost: anywhere from 700 upwards of around 1000
Grade: Cheesy (What else could I rank it this thing does not die)
Variations: For even more brokenness throw in addional independant characters - Terminator Hunters
(7-10 Preatorians + Destroyerlord with Res Orb)
Class: Army/Tactic Killer (Anti TEQ)
Summary: The Destroyer Lord has found his way into a few combo's now but thats testament to his new found versitility. Anyhow Terminators are probably the greatest threat necrons and this is your Answer. Fast and effective in movement and shooting and reasonable in combat the Only thing holding it back is sheer Cost but if terminators are a problem then you have little else you can use. Note Only use preatorians with Destroyer Lord
Cost: anywhere from 375 Upwards
Grade: B- While definatly useful the lack of invuln save and there cost seriously hold them back - Mass Murder Driveby - Some Random from last edition
(Trazyn the Infinite + Command Barge)
Class: Humourous and Game Changer
Summary: Originally created and subsequently nerfed last edition due to the FAQ. Is back thanks to the Command Barge Becoming a Chariot and while some question remain about sweep Attacks the Chariots ability to charge into combat and give Trazyn a +2 save ensure he at-leasts gets the chance to safely let off the emphatic obliterator which is deadly against hoards and best of All Trayzyn turns the barge into an objective claimer.
Cost: 265
Grade: B (While it is definatly back still struggles against more powerful units but the ability to claim objectives and kill hoards makes it a contender in most players Lists) - Return of the Monolith Phalanx - New Rule Book
(1-3 Monoliths)
Class: Game Changer
Summary: Thanks to the new rules for Skimmers which grant Snap Firing after firing ordanance blasts and the ability to scatter onto enemy units without mishapping Monoliths are once more terrifying bringing back many of the Old Tactics including the infamous Phalanx and while Melta immunity is missed the Eternity gate opens up many new tricks. For example Deep Strike 3 Monoltihs in front off oppenents either suck them all in or bring your army through. Is it scary yes and while its not the return of the pyramid of Death Monoliths are back
Cost: 200-600
Grade: C+ (Not exactly the pyramid of Death but I'm sure combos will open up soon)
Todays 5 Combos
- Trollzyn the Infinite
(5-10 Lychguard with Swords/Shield + Trayzyn + Necron Lord with Res Orb, Mind Shackle Scarabs, Warscythe + Nightscythe)
Class: Laughable + Game Changer
Summary: Step 1. Bombard your enemy for 2 turns and lure them foward, Step 2 Come in from reserve and fly 36. Step 3 Unload over Objective and dare oppenent to take it back Step 4 ??????? Step 5 Profit. No really its that simple By Transporting Trazyn and a Res Orb Lord over an objective you get a Unit that not only doesn't die and takes a point but makes your oppenent flip out as he vainly wastes resource's on them taking attention away from the rest of your army
Cost: 600 to 825
Grade: B+ (This combo works and works well however due to the steep cost you wont want to use it outside of large games unless you wish to be restrained in what your army uses)
- Marine Smasher - Corrected By Da Joka
(Ghost Ark with + 5 Crypteks un-upgraded + 1-5 Necron Lords Un-upgraded)
Class: MEQ Killer
Summary: Possessing no less then 15 or more AP3 Shots and a myriad of Guass Flayer shots even the most heavily defended marines perish to this quickly at the rate of a squad a turn. Simply at the start move your royal-court into an un-occupied Ghost Ark then off you go. Move 12” in your fist turn then every 6” after that to keep in range of those pesky marine's and Viola you have a marine Killer thats both effective and very Survivable
Cost: 270-410 (Surprisingly cheap)
Grade: B+ (While Definatly more resiliant and Versitile then a destroyer squad this thing is a Bullet magnet so protect to get the most use out of it)
- Gunline Breaker
(Anrakyr the Traveller + Despair Tech with Veil of Darkness + 5-10 Lychguard)
Class: Line Breaker
Summary: Designed with the soul purpose of disrupting defence formations Deep Strike behind the enemy or where every its safe to do so take a vehicle Then Destroy it and then go around curb stomping your oppenents back row While He scramble's whatever power units he has to counter it. Not the most effective unit in the galaxy but 1 that make guard player's run for the hills
Cost: 450-675
Grade: B+ (Gets the Job done but requires support to be fully viable)
Variations: Swith the Lychguard for Immortals if you wish for a shooty variant instead
- Vehicle? Where? - By Farseer Darvaleth
(20 Warriors, Zandrekh, and a Despairtek with VoD)
Class: Anti-Vehicle
Summary: Warriors deep strike near a vehicle using VoD. Zandrekh gives them Tank Hunters. They rapid fire, dealing an average 10 hull points in one volley at full strength. Kills vehicle.
Cost: Altogether 505 points, but these units aren't straitjacketed into killing one vehicle then becoming useless; Zandrekh is useful across the board, and these 20 warriors can strike multiple times and take objectives.
Grade: For killing a vehicle, Cheesy. For their points cost, A.
- Backrow Hunter - By Madden
units: 5 praetorians with void blades and casters 1D lord scythe semi and orb MSS
Class: Back field Removal
Summary: Deep strike into there back field wreck artillery/heavy support units with 5 s6 shots (with preferred enemy) then following turn assault/chase them down (don't forget the praetorians have entropic)
Cost: 380pts (depending on upgrades)
Grade: (A, a good disruption unit can also be used to challenge support characters with the right upgrades on the lord.)
5 more Combo's. Thanks to everyone whose's Contributed Thus Far
Unlimited Power – By Iron Angel
(Harbinger of Despair + 2-4 Harbingers of the Storm)
Class: Anti heavy Vehicle
Summary: Cheap, Versatile and capable of appearing anywhere at-once this Unit is capable of destroying a tank faster then a Hoard of Scarabs and thanks to ever-living are surprisingly hard to completely eradicate. Its Job is simply to Harass and annihilate your opponents power vehicles as quickly as possible and where-ever they are reaching locations that other units sometime cant reach and once there are no vechiles they can take to Infantry Harassment. Also good for Psychological Warfare.
Cost: 110 – 160
Grade: A- (The combo is brialliant and devasting and should it get going expect all your vechiles to die but a Bad Deep-strike can ruin your fun due to there short 12'' Range)
Mind Shackle Kill-yourself Squad – Archon Dan
(5 Necron Lords with Weave and Shackle Scarabs + Overlord with Warscythe, Weave, Shackle Scarabs, Res Orb)
Class: Anti HQ and Anti-Combat
Summary: Possessing no less then 6 Shackle Scarabs. This slow unit is the ultimate anti-combat and Character tactic in the necron Army whose job it is to hunt other characters and combat units. While slow Its a unit your oppenent will want to avoid at all-costs as if it does not out-right kill something will tarpit forever making the likes of Mephiston and the Hive Tyrant redundant. If you find the unit is slow combo it with a Ghost ark for the Move and assualt.
Cost: 485 with 5 staffs of light and 1 warscythe. 535 with all warscythes
Grade: B+ (As powerful as this unit is its expensive and has bullet magnet written all over)
Blot out the Sun
(15 Squads of 5 Necron Warriors + 15 Night Scythe's)
Class: Laughable
Summary: Taking advantage of the 2nd Force Organisation Chart but Only Viable at 2700+ pointss this tactic's purpose is to block the skies, Spam the field with Tesla and make your opponents objectives un-holdable. Just start with some of your warriors and whatever Hqs you have on the field and then around turn 2 and 3 Unleash all hell. Shoot down Opposing flyer's, Destroyer hoards of infantry and drop warriors on enemy objectives. And Cause flyers can only be hit on a 6 theres no way they can all be shot down
Cost: 2475 excluding Other aspects of your army but should you manage the result will be absolutly hilarious
Grade: B- (As good this I see this Being its sheer cost prevents it being used in most standard tournaments.)
ByeBye unit
(5-10 Deathmarks + Harbinger of Despair with Veil of Darkness)
Class: Anti-infantry
Summary: Tho is existed last edition it has been improved by change's to sniper rules and Deep-strike. By combining the Hunters in hyperspace special rule with an AP1 Template gives us a 1 Shot at getting rid of any problem unit in the game be it terminators, an infantry hoard or a problematic character. Simply by deep-striking next to a problematic enemy you get this chance and should the template fail you still have 10-20 Sniper Shots to go. Now I say 1 chance because I guarantee no opponent will let this unit get a 2nd Deep-strike or let it live after you Just wasted there power-unit.
Cost: 140-230 (Affordable in most game's)
Grade: B- (If it goes off Will more then likely kill if not cripple any infantry unit in the game However due to deep-strike it is very unwieldy and will rarely get 2nd chance to either finish a unit or kill another So use wisely)
Super Scarabs
(Nemesor Zahndrekh + Scarabs)
Class: Laughable
Summary: Thought Scarabs couldn't become anymore problematic well you just got Proven Wrong. Scarabs with furious Charge and chasing down infantry check. Oppenent about to stomp them Counter attack Check. That Transport refusing to be Eaten Tank Hunter's Check, Check and Check. Ok you dont really need to do this with scarabs since there scary enough already. Its just there to play mind games and make your oppenents Freak
Cost: Varying
Grade: C+ (Its ok but Zahndrekh should be put to better use elsewhere as scarabs are crazy enough as it is but it does work if you want to give it a go)
Everyone Sorry I took So long here is 11 New or updated Combos for your Convience in the war against the Imperium
Flying Rombalith Circus – Iron Angel
(3 Monliths + Coms Array + an Oppenent who doesn't throw thing)
Class: Game Changer
Summary: With the ability to trap your opponent and enable other combo's simply start your monoliths in reserve and come in turn 2 using the Coms Array. Deep-strike all wihin a few inch's of your oppenent and make the choice between Using Ordnance and bringing a unit through or using the Exile Portal because either way when you destroy a large swath of there army and have them traped there going to want to throw your monoliths. Make sure you killing anything with melta
Cost: 600 Points
Grade: A- (While the new rules for skimmers make this viable and it may lead to other combos deep-striking is unwieldy and this is expensive)
Smackin Nobs - Falcoso
(Zahndrekh + 5-10 Lychguard with Warscythe's)
Class: T4 Killer
Summary: Nobs, Chaos Termies or other T4 multi-wound units got you Down. Well why not insta-death them and deal with silly loadouts at the sametime. Use Zahndrekh to take away any combat edge they may posses and then give yourself furious charge to have strengh 8 warscythe that cause's both Insta-death and stops Feel No pain. Best used as a counter charge due to there slow speed and lack of invulvns but once they get into combat anything that doesn't have a +4 invuln is going to be crushed.
Cost: 385 – 585
Grade: B (A decent but slow unit that'll have your oppenents flipping out as there extra investments become meaningless)
Special Delivery: returnoftheclown
(3-4 Deathmark Squads + 3-4 Harbingers of Despair with Veil of Darkness)
Class: Spam Killer
Summary: Exploiting the double Force Organisation Chart comes Byebye on steriods with the primary purpose of Destroying spamed units weather they be Termies, Genestealers or Massed Guard. Simply Drop your Deathmark and Despair-tek Squads and make your oppenent pay for taking excessive numbers of 1 unit Type. No matter where they rest on the field or what they are they die on a 2+ anything that survives will get chewed by the deathmarks. For further info look at byebye combo
Variations: Switch out your veil of Darkness for night scythe's if you want to avoid mishap
Cost: 465 – 620 (Surprisingly cheap for what it does)
Grade: B- (Like the byebye Combo this unit suffers from the same potential for mishap and is likely to be 1 use so use it wisely)
Phearon Hoard
(20 Necron Warriors + Phearon Lord with Warscythe, Sempiternal Weave, Mind Shackle Scrabs Res Orb)
Class: Deathstar
Summary: The Warrior Hoard that started them all and while the changes to rapidfire have reduced the need for this and enable Earth Scourer and Zahndrekh hoard to come into existence this is the only 1 that can both move shoot and Charge. The concept is simple a large hoard that is survivable and augmented by a Harbinger of your choice should you wish it.
Cost: 540+
Grade: A+ (No longer the sole 20 man Hoard but still a powerful choice nonetheless)
They Will Not Die
(1-2 20 Man Necron Warrior Squads + 1-2 Necron Lords with Res Orb + 2-4 Ghost Arks)
Class: Psycological Warfare
Summary: Seen the Zombie movies where they keep on coming well this is the tabletop version and it literraly does not die. So long as 1 warrior per squad lives they can be back up to full strengh within a turn due to the Res Orb and number of Ghost Arks while your oppenents numbers Constantly Drops. To use simply March your Warriors up the middle exploiting the 24'' Rapidfire range while the ghost arks follow killing everything as they approach and taking anything they ditch back..
Variations: Add Either a Phearon, Destroyer Lord or Zahndrekh for even more madness
Cost: 440 – 880
Grade: A+
Flashlight
(Imotek + Harbinger of Destruction With Solar Pulse)
Class: Gamechanger
Summary: Tho a tad Conflicting if you wish to open up the skies for a turn of shooting this is your tool for doing so. Simply activate solar pulse when you want to unleash a guass storm, Particle Beamers or any shooting weapon for that matter apon the enemy and then once done let night-fighting comeback. Just make sure your close enough to make up for the lost lightning.
Cost: 280
Grade: C (The combo is not useless but you need to build an army that can exploit it to gain the most out of it)
Scarab Farm
(8-18 Canoptek Spyder's + 3 Canoptek Scarab squads in 3s)
Class: Hoard Maker
Summary: a 5th edition Combo made even better thanks 6th. Spyders now have Fear and with a 2nd Force organisation Chart you could take as many as 18 Spyder's. Thats 18 new scarabs a Turn. Simply start a game by placing your spyders in cohesion with scarabs and off you go. Nothing in the game can survive such ludicrus numbers and anything that does will simply be tarpited until the Spyders arrive to finish the Job So unless you have a way to Kill 18+ Scarabs per Unit Get ready to run for the hills because if you dont start now you'll scarab food.
Variants: Add a Destroyer Lord to give your Scarabs Prefered enemy
Cost: Variable
Grade: Cheesy (Get ready to face hell and throw away your vechile's a games workshop near you)
Now you See me Now you Dont - Tim/Steve
(Zahndrekh + 1-3 Doomsday Arks + Harbinger of Destruction With Solar Pulse)
Class: Siege Warfare
Summary: Yet another use for Zhandrekh simply sit back with your ark's laying siege to whatever they have and anything the arks cant handle Zhandrekh will ensure they do. Cant Bust that land Raider, No problem tank hunters, The enemy trying to hit you with Lascannon's pfff Just give them stealth and make it even harder for them to kill you, Did they just use nightfighting, Ha Nightvision and once you've finished giving them hell just activate solar pulse to deny your enemies the same privilege and by the time turn 3 arrives's his army will be reduced to rubble allowing you to claim the board for yourself.
Cost: 415 - 765 (A very pricey combo but 1 that could reduce an oppenent to dust without taking anything back)
Grade: A- (A very powerful combo but the cost does take some ofsting away)
Just Point and Shoot – returnoftheclown
(Zahndrekh + Doomsday Ark + Nightfighting/Imotek)
Class: Laughable
Summary: Zahndrekh has many uses, you want a furious charging warrior unit? He can do that for you. You want a 72” cannon to hit its mark in the dead of night? He can do that for you as well. On missions when night fighting applies or your using Imotek. Simply give your Ark Night Vision and deny your oppenents the safety of the dark. No hiding in the back and no Cover save's. Just pain and the best thing is it does not conflict with Imoteks Lightning so you get the best of both worlds should you wish.
Cost: 360 without imotek 585 with Imotek
Grade: B- (This combo as good as it looks on paper is expensive and is hindered by blast scatter so unless Zahndrekh is already in your list for something else then this may not be worth it)
Tomb Blade Madness
(30 Tomb-blade's with Particle Beamers)
Class: Anti-hoard
Summary: 30 S6 Small Blasts, 30 S6 Blasts and at only 40 points a pop on a jetbike Need I say much more Just use the 2nd Force organisation Chart and this wonder of bombardment is yours. Just Zoom around under the protection of night-fighting keping at-least 15'' away from enemies and blasting anything your oppenents have to bits. Hoards no problem. Light transport again no problem. Heavily armoured terminators Just wound Saturate them and they'll die eventully oh and did I mention Tomb-blade's Re-animate.
Cost: 1200
Grade: Cheesy (30 S6 Blasts that re-animate how will you use yours)
Thunder From the Skies – returnof the clown
(5-10 Immortals + Necron Lord with Warcythe, Res Orb + Nightscythe)
Class: Objective Claimer
Summary: Shock Trooper literally with the purpose to take well held objective's or clear out enemies from ruins. Just send your nightscythe out turn 3 or 4, Clear the Site you want and then Drop the immortal's to claim the objective. The Necron Lord ensures they survive any counter attacks from light units and the Nightscythe can then go around keeping heavy units Away
Cost: 250 – 385
Grade: A- (A great lategame objective claimer that can win a tight match right under the enemies nose but try to avoid it coming on to early)