Necron Warriors
From RelicWiki
Necron Warriors | |||||||||||||||||
Race | Necrons | ||||||||||||||||
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Version | Dark Crusade v1.2 Soulstorm v1.2 | ||||||||||||||||
Build Info | |||||||||||||||||
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Unit Stats | |||||||||||||||||
Hitpoints | 530/1 | ||||||||||||||||
Armour | Infantry Heavy Medium | ||||||||||||||||
Morale | 400/10/50 | ||||||||||||||||
Death Penalty | -0 | ||||||||||||||||
Unit Mass | 25 | ||||||||||||||||
Move Speed | 10 | ||||||||||||||||
Sight Radius | 20 (cannot detect) | ||||||||||||||||
Reinforcement | |||||||||||||||||
Reinforce Cost | 35 | ||||||||||||||||
Reinforce Time | 25 s | ||||||||||||||||
Weapons | |||||||||||||||||
Ranged | Gauss Flayer | ||||||||||||||||
Melee | Gauss Flayer (melee) |
Contents |
Necron Warriors
The core of all Necron forces. Silent as the tombs they awoke from, they slowly march into battle, awaiting the chance to reap the will of their twisted gods on the mortal beings. Constructed out of unidentified alloys, they are exceedingly difficult to destroy, and even when you think you've succeeded in finishing them off, they can stand right back up.
Necron Warriors only regenerate health when not in combat.
Build Time Formula
The actual build time of Necron Warriors is a bit complicated. If S is the number of Necron Warrior squads on the field and U is the number of units in all of those squads, then the build time of a new squad of Necron Warriors before the time bonus is factored in is (10+0.5*U+S*3)*3*1.2S s. Basically, the more you have out, the longer it takes to build them. If units or squads die while a new squad is being built, the new squad's remaining build time will be reduced to match the new time cost.
Tactics
Since Necron Warriors have no production cost they can be kept on overwatch production without crippling your economy. This may cause you to reach your infantry population limit prematurely but if you want to free up pop cap you can easily do so by selecting undesired Necron Warrior squads and pressing delete to 'scuttle' the unit. While Necron Warriors are free to produce, it should be noted that they are not free to reinforce. Because of this it is often desirable to field several smaller squads if time allows, though if a large force is urgently needed reinforcement of existing squads should begin immediately as Necron Warriors have an incredibly slow reinforcement time.
Necron Warriors are quite strong for Tier 1 units and can easily defeat other Tier 1 units in a shootout and even in melee. However, it is important to note that Necron Warriors move quite slowly and take a considerable amount of time to produce as well as tying up production of other units (as all units are produced from the monolith). Necron Warriors remain quite versatile throughout the game due to their two upgrades which see their health increase by a total of 61% and their ranged damage by 76% (their melee damage however does not change) which is very important as they remain the only ranged anti-infantry infantry units that Necrons possess. Necron Warriors fire on the move accuracy is 80% of their standing accuracy (64% total), a fact which helps them mitigate their slow movement speed by allowing them to continue their advance while firing.
Necron Warriors possess two abilities which are both very useful, the first of which is the ability to teleport to friendly structures. This allows them to come to the timely defense of their base, something especially beneficial for them both because they move so slow and because losing plasma generators early can severely cripple a Necron player as power is their sole resource. The teleport ability can also be used offensively by teleporting to an Obelisk built on a strategic point near an enemy base or to a Restored Monolith that teleports in or near an enemy base to quickly bring fresh troops to the front. The Necron Warriors' second ability is the chance for individual squad members to reassemble themselves when destroyed, improving their already impressive resilience.
The best way to fight Necron Warriors is to not fight them directly. Almost anything any race fields against them will cost more and deal less damage and have less health. Therefore, take advantage of the very short range of their weapons, their slow movement speed, and their weakness in close combat at higher tiers. Forcing them through choke points that stagger their squads and are mined or can be hit with artillery is also good. The last thing you want to see is multiple groups of Necron Warriors standing still firing ranged at their target - almost nothing is going to beat that for cost if you have both upgraded equally.
Abilities
Reassemble
Reassemble | ||||
Requires | Nothing | |||
Target Types | Own squad | |||
Range | 20 | |||
Area of effect | 0 | Cooldown time | Passive ability | |
Effects | Necrons have the uncanny ability to reassemble themselves even after taking severe damage. If a Necron Warrior is killed and still within range of the surviving squad there is a 25% chance that it will stand back up with 30% of its original Hitpoints. | |||
Necron Summoning
Necron Summoning | Hotkey: J | |||
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Requires | Summoning Core | |||
Target Types | Friendly non-turret building | |||
Range | 1000 | |||
Area of effect | Entire squad | Cooldown time | 120 s | |
Effects | The Necron Warriors teleport to the targeted building. At full charge the Necron Warriors can make one teleportation. | |||
Weapons
Gauss Flayer
Gauss Flayer | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | 17 | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 80% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Notes | This weapon has 64% accuracy when firing while moving. Range is increased to 21 with Enhanced Disruption Field. |
Gauss Flayer (melee)
Gauss Flayer (melee) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Cost | Default Weapon | Range | Melee | Setup Time | 0 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Build Time | Default Weapon | Accuracy | 80% | Refire Rate | 1 s | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Area of Effect | 0 | Requires | Nothing |
Researchable Upgrades
Disruption Field
Disruption Field | Hotkey: D | |||
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Cost | 200 | Research Time | 80 s | |
Researched From | Summoning Core | |||
Requires | Nothing | |||
Effects |
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Enhanced Disruption Field
Enhanced Disruption Field | Hotkey: D | |||
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Cost | 200 | Research Time | 55 s | |
Researched From | Summoning Core | |||
Requires | Disruption Field, Greater Summoning Core | |||
Effects |
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The Dawn of War Player's Guide
The Dawn of War Player's Guide - Thought of the day: Knowledge is power, guard it well. | ||||||||
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