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Warhammer 40k necron 8th edition rules4/15/2024 ![]() It's Combat Patrol, so you'll want to make a Patrol Detachment. With all that in mind, let's put something together. Yes, more Troops is probably better for winning the game, but it's a lot more fun to bring a Doomstalker! These are centrepieces, fancy elite units, or just a tank that turn your Combat Patrol into more than just infantry manouvers. However, if your opponent plays the objectives then you won't be able to be in enough places at once with your one big threat.įinally, consider that you'll want to include at least one "Fun Unit". ![]() It's pretty easy to grab a unit of 20 Warriors with Gauss Reapers, slam in a couple of buff characters, and murder anything that comes close. This is where that army that dominates half the time will often come from. For example, a unit of Immortals is a Moving Part a Technomancer is not, since you'll almost always be keeping it next to another unit. These are units (or groups of units) that can act more or less independently. I like to have at least two (and preferably three) "Moving Parts" to the army. Next, consider what you need in a Combat Patrol army. I'll assume you do care about them here, but if your new player is feeling overwhelmed these are an easy thing to ignore until they get the hang of things. They're pure upside, but they're also frankly a faff that provides very little (and very situational) benefit. There are a few things to keep in mind for a 500pt force of Necrons, and a few ways to end up with an army that will dominate half the time and lose hard the other half.įirstly, consider whether you care about Command Protocols.
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