Necron Nightmare Build

You wouldn’t always know it from looking across the sea of gaming tables full of Space Wolves, Blood Angels, and Imperial Guard but there are actually other armies in the 40K universe. If you are a xeno player, what is one supposed to do while waiting for a new codex? Well, consider exploring some variant army builds to breathe some new life into your army.

So this is a build that I used to use extensively in 4th edition and now adapted for 5th edition play- the nightmare build. Making extensive use of flayed ones, pariahs, and tomb spyders backed by the golden one it is all about synergy and fun. I don’t think I have to point out that this is a fun/themed list to give you some variety in your Necron games, and not a “competitive” list. The goal of this army is to scare your opponent and make them run away crying like little children. Nothing is funnier than seeing Space Marines consistently run away turn after turn.

Pariahs’ are the lost child of the Necron codex. ‘Cron players so want to do something with their souless ability but struggle based on the over the top point cost, 0-1 limitation, and the fact that they aren’t Necrons. This theme builds on them and gives you a reason to put them down on the table. So here is the list at 1750 points…

HQ: C’Tan Deceiver
HQ: Lord W/ Solar Pulse, Nightmare Shroud, War, Gaze Of Flame, Scythe
Elites: 10 Pariahs
Elites: 10 Flayed Ones X2
Troops: 10 Warriors X 2
Heavy: Tomb Spyders X 3

Regardless of the mission the army needs to stick together and work as a core unit- think of a Roman legion formation marching and fighting as one giant block. Tomb spyders are in the front with a second rank of flayed ones, pariahs, and the C’Tan. Behind them is the lord and your two warrior groups.

If you are familiar with Necrons right away you are asking yourself what is in the list to pop all those spamy razorbacks that are going to be coming your way.

Nothing! But hear me out…

In the best of cases you have ranks of destroyers and maybe even a heavy destroyer group mixed in. With this build we just don’t have the points for them, and to take a single group of min destroyers isn’t going to do anything so we just aren’t going to bother trying to stop the opponent from crashing out ranks- but remember the idea of sticking together.

You want to deploy where you can enter and be in terrain. In the front ranks the spyders will begin pooping out scarabs swarms that get into cover and now you have a T6 unit with a 3+ cover save. Position them so a “net” is cast around the rest of your units granting them a 4+ cover save.

At the start of the game your warriors and pariahs move to the front to get the 24” range of shooting so maybe you can get lucky at immobilizing a vehicle. With shooting for the first few turns you can even go to ground for the 3+ cover save- keeping units alive is important for now. Keeping the P’s up is key so be ready to attach the lord and pop off solar pulse to cut down on a round of shooting if needed.

As those legions of razorbacks come forward they will hit your wall of tomb spyders with two options. Crash through and tank shock or stop just before and rapid fire. If they crash through you are fearless or LD 10 and if they get out and rapid fire you take it with the T6 or WBB rolls. If they move up to then assault next turn through your ranks, then you assault the transports first and swarm for the emergency disembark. Hold the line and take the crash.

Now when those marines get out for whatever reason they are in the pariah bubble- LD 7 as you hit them with the C’Tan powers, visage of the flayed ones, and the shroud of the lord. Mob those units and pile in the assault. Once you are in the assault, you are then protected from shooting so you want to encourage that as soon as possible…

Wraith wing, destroyer wing, and the nightmare build can all give you some new fun and different games while we wait for that new ‘dex, especially if you are playing the battle mission books and variant missions.

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