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Necrons - Army Analysis

Necrons - Army Analysis

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Necrons are the ancient robot dynasties of Warhammer 40,000: cold, unstoppable, and mildly offended that anything in the galaxy still thinks it has a future. On the tabletop, they shine when you play calmly, take space methodically, and force your opponent into bad choices. If you like the idea of an army that keeps standing back up, grinds the enemy down, and wins by owning the battlefield rather than sprinting around it, Necrons are a brilliant starting point.

The Necron identity in one line

Necrons are an attrition-and-control army: they aim to hold key ground, trade efficiently, and keep scoring while the opponent runs out of time, resources, or patience.

How Necrons win games (the simple plan)

Early game: Your first job is position, not damage. Take the objectives that are safe to take, build a screen in front of your valuable pieces, and avoid the temptation to throw everything forward “because I’m tough.” Necrons often perform best when they start compact and layered: a durable unit holding space, a screen preventing easy charges, and support pieces close enough to matter.

Mid game: This is where Necrons start to feel unfair (in a fun way). You want to commit your toughest units to the objectives that actually decide the game. Instead of trying to wipe everything, focus on trading: if your opponent spends a lot to remove something you can replace, reanimate, or simply didn’t need to keep scoring, you’re winning. Your goal is to make every exchange awkward for them and efficient for you.

Late game: Necrons close by staying alive and staying relevant. Preserve whatever is currently scoring or denying points. Don’t chase revenge kills. Don’t abandon objectives to “finish off” a unit that isn’t threatening the score. If the opponent is behind late, they’ll often try desperate moves—your job is to block lanes, screen out last-minute grabs, and keep your points ticking up.

Strengths (what you’ll feel on the table)

1) Staying power
Necrons are hard to shift, and even when they do take losses, they’re designed to keep functioning. This creates pressure: the opponent can’t just “tag” a unit and move on. They often have to fully commit to remove your presence from key areas, which costs them time and resources.

2) Board control
Necrons tend to be excellent at owning the mid-board. Even without being the fastest army, you can control space by layering units, screening important pieces, and making it risky for opponents to step onto objectives. You don’t need to be everywhere—you need to be in the right places, and be annoying to remove.

3) Reliable pressure
Necrons usually win through steady progress: consistent scoring, consistent trades, consistent denial. You’re not relying on one perfect turn where everything must go right. That steadiness is beginner-friendly, because it gives you room to learn without the whole game collapsing the moment you misplace a unit.

Weaknesses (and how beginners avoid them)

1) The “I’m tough so I’m invincible” trap
New Necron players often overextend early, stand in the open, and assume durability will solve everything. It won’t.
Fix: Use cover and staging. Only expose the units that are actively scoring or forcing a meaningful fight. If a unit isn’t helping you score or deny, it can wait.

2) Timing matters more than you think
Commit too early and you get surrounded. Commit too late and you fall behind on points.
Fix: Decide before the game which objectives you’re willing to fight for and which you’ll contest later. Have a plan for the mid-board: when do you step onto it, and what protects the pieces that step forward?

3) Synergy beats solo heroics
Necrons often work best in “packs” rather than scattered individuals. When units are isolated, they’re easier to focus down and easier to outmaneuver.
Fix: Build layers: an anchor unit holding space, a screen in front, and support close by. Move as a group unless you have a clear reason not to.

The five roles your Necron army needs

  • Anchors: tough units that sit on objectives and refuse to leave.
    Hammers: your main damage dealers for removing enemy problem units.
    Screens: cheaper units that block charges, protect key pieces, and control lanes.
    Utility movers: fast or tricky units that steal objectives or handle mission tasks.
    Support: leaders or buffs that make your army more consistent and harder to unravel.

If you can look at your army and clearly point to each of these roles, you’re already ahead of most first-time list builders.

Top beginner mistakes (quick checklist)

  1. Pushing everything forward on turn one.

  2. Splitting your army into isolated pieces.

  3. Forgetting to screen your valuable units.

  4. Chasing kills instead of points.

  5. Leaving objectives too early because “the fight is over.”

Who Necrons are for

"Pick Necrons if you want an army that rewards patience, positioning, and calm decision-making. You’ll learn strong fundamentals—screening, trading, objective play—while still getting that satisfying “they’re still coming” vibe that makes opponents quietly question their life choices. Play the mission, control the board, and let the galaxy discover what Necrons already know: time is on your side."

 

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