unfortunatly all my Itallics and Bold text just turnt for rdinary text and i cant be bothered fixing it. i figured id post this now to get some "fixes from the general public. Enjoy
The Necronis Tactica
Preface
I would like to thanks those who contributed to this manifestation on my free time, whether it was the correcting of spelling to writing certain parts of the Tactica itself, special thanks will be given at the end (the very end) of this Tactica. You will notice that through out this document no specifics are mentioned, such as unit stats, point values or how exactly a piece of wargear/special rule works (I mean none at all), this is because of ©opyright purposes. I will assume that if you are reading this that you posses a copy of the Necron codex so you can just look the statistics up and go “oh yes I see”. These are all personal opinions of myself and all those who contributed so if you disagree, it’s not my problem, although if you spot something incorrect please inform me. Now on with the Tactica.
The Necrons
Necrons, a frightening force on the battle field, their metallic hides seemingly all but impervious to small arms, and rise to their feet time and time again, with a description like this you could almost assume that when playing Necrons you don’t need tactics, you couldn’t be further from the truth, the Necrons are actually an extremely fragile army, sure they may have a good armour save and they have the dreaded We’ll Be Back, an ability that allows them to rise after being shot down, but they can be considered a wet paper bag in combat against most units, although with luck, a wet paper bag that wont die, with advantages like these you must be thinking that there must be a downside, and there is. Phase Out, this spells defeat for any Necron player who doesn’t watch all of his units with unparalleled zeal, because once you hit your Phase Out point, you lose, no questions asked as you army disappears from the board, this is extremely frustrating, especially if your opponent only has several men left on the board. There are ways to protect yourself against Phase Out, but its still, an ever present risk. The Necrons are an army that has been scorned for its lack of diversity, speed and skill to use. Yes sure they have less choices available than most others when it comes to building an army, what would expect from a giant machine? Everything has to do its part or you’ll lose, this take quite a lot of skill to get this correct, sure and new player can pick up Necrons and win, but against anyone who knows anything about Necrons they’ll lose, simply because they don’t have enough fundamental understanding of their army. That should cover diversity and skill, and as for speed, the critics are obviously blind, being able to teleport from one side of the board to the other, more units capable of turbo-boosting than any other army, even with our “lack of diversity” the ponderous monolith, whilst slow in its own right greatly increases the speed of the rest of your army. Slow? I think not.
Now ill be making numerous references to things that don’t get explained about until later on so you beginners I suggest have your Necron codex handy so you can check any unit or rules that I may bring up
There are five main types of Necron armies, and all are almost invariably placed within a Phalanx, although this is less effective in 4th edition rules, it is still largely effective but more on that later.
The first and most common army used by Necrons is a firepower based on, it rellies on getting in range and unloading round after round of firepower upon whilst generally avoiding combat. This army uses large amounts of Warriors, Immortals and Destroyers, and in larger battles a Monolith
The second is an assault based list, this is a little used and very difficult army to use as Combat isn’t Necrons strong point, and will almost undoubtedly lose (how reassuring) against proper combat orientated armies such as Tyranids and Khorne, this list uses the bare minimum amount of warriors, with large amounts of flayed ones, wraiths and scarabs.
The third Necron army is the Wraith Wing, this list could almost be called an assault list, but is still far from it, it involves fielding as many wraith as possible but without giving up on other necessary support units, the trick with this list is getting the Fast Attack balance correct, as Necrons better units all contest for a fast attack slot, a monolith is used to keep the fragile Wraith alive longer, and are usually accompanied by a Destroyer Lord.
The fourth, is a fear list, this list is generally only used in larger games because it rellies on a few more expensive units such as pariahs and C’tan As well as stronger hard to kill units such as the tomb spider and scarab swarms. The trick here is to use lots of special rules in combination to make the enemy fall back or fight at reduced efficiency, the Deceiver is the C’tan generally used for this list. Pariahs, Scarabs, Tomb Spiders, Flayed Ones and C’tan all find their homes in this type of army.
The Fifth type is a balanced list, this list combines all four of the other types, armies like this may well have some wraith, immortals and tomb spiders, and the trick though is getting everything to work in a symphony not attempting to have each unit do their own thing.
Necron Special Rules
Gauss: Gauss weapons are classified as those that have gauss in their name; it essentially allows even the standard warriors of a Necron army, to tear apart a tank, or injure those normally too tough for small arms fire.
Necron: Necron is a broad definition of those that contribute to the Phase out percentage, are viable for teleportation, and gain the benefits of We’ll Be Back.
We’ll be back: An ability that will allow fifty percent of my casualties to stand back up, yes please. This is essentially a more powerful Bionics save, and essentially follows the same rules.
Phase Out: When a Necron a certain percentage of the “Necron” models die, the entire army phases out giving the enemy an automatic victory regardless of the victory condition. In some scenarios this rule is wavered.
We Are Not Immune: Not a special rule as such, but just a simple rule to say, that Necrons aren’t immune to special rules such as poisons and such unless specifically stated. One could assume that the poisons they were using were replaced with acid rounds; this is to maintain fairness and avoid unnecessary complications.
Chain Teleportation: a simple rule, no matter how clever your logic you may never teleport a single Necron unit more that once a turn, you can still teleport multiple units but only once per turn
The Necrons have a limited choice of units, and the better ones all compete for spots with each other in their respective categories, this is most evident in the Fast Attack group, where Wraiths, Destroyers and Scarabs all vie for a place in your list, all bring a unique element into our army. This lack of diversity that is available to many other armies only adds to the character of the Necrons, because each unit is just a cog in one giant all conquering machine
Headquarters
Necron Lord: The Necron Lord, is probably one of the more unique HQ choices, where as other armies HQ choices excel in shooting and combat, the Necron Lords main purpose one of a support troop, wether he does this by using his all-valuable Resurrection Orb, or by getting units into place with his Veil of Darkness, he is an invaluable asset to your army, he is also the only unit capable of taking wargear, apart from the disruption field. By simply changing what equipment you have given him, you can almost change the way your army plays. The Necron Lord is generally speaking no match in combat for and dedicated combat character, which is why it is usually a good idea to try and avoid or kill them before they reach your metal hides. The Necron lord has two types of weapons at his disposal.
The Staff of Light is his basic weapons, it is able to cut down power armoured foes at range and in combat, and this nifty weapon is a usually nice deterrent to small squads coming head on at you. An excellent weapon for the Necron and unless you’re hell bent getting him into combat then this is your weapon, the Necron Lords other weapon is available for a small price,
The Warscythe is a handy weapon, usually combined with a destroyer body, to make a fast moving, support unit that is more than capable of taking out tanks and infantry alike. With a blade that can pass through anything, there’s very little you cant kill with a little luck. This weapon gains bonuses when fighting against vehicles.
Chronometron: a little used piece of wargear that is still rather useful, it essentially doubles your chance of escaping unharmed when attempting to flee from combat and running your opponent down. The reason it is rarely used is because most Necron commanders try and keep their Lord out of combat, and he must be attached to the squad for it to take effect.
Disruption Field: allows the Gauss special rule to be used in assault against vehicles, again this is little used, the only real unit who get given this are scarabs, where their mass of attacks and cheap price makes them effective tank hunters, and this is the only piece of wargear available to units other than the Necron Lord. The only reason id give this my Necron Lord is if I had left over points and I couldn’t fit them in any other way. Completely pointless if you have a Warscythe.
Destroyer Body: grants increased movement, and toughness, and is almost essential to a wraith wing, although it does make an appearance in a few other types of armies. Normally you would want to keep the Lord within resurrection orb range of the warriors so if moving around without are denying the Warriors we’ll be Back against high strength weapons you’ll just have to manoeuvre a bit more carefully.
Gaze of Flame: reduces the amount of attacks the enemy gets when charging you, as well as making them slightly less courageous in combat by reducing their leadership. Works well in combination with Flayed Ones and Pariahs. Helps even up the odds if a unit is charged by reducing the amount of attacks being thrown at you.
Lightning Field: think of a giant bug zapper strapped onto your Necron lord, every time the wound you or the squad that the Lord is attached to, they take an automatic hit in return, only really effective when combined with a scarab swarm, where wounds come thick and fast, and the loss of the squad isn’t all important.
Nightmare shroud: a handy piece of wargear if using a Fear List or fighting low leadership armies, where its affects can force whole swathes of the enemy back, when combined with pariahs, this piece of wargear becomes truly potent, with enemies testing with their reduced leadership.
Phase Shifter: having an invulnerable save is always handy, this is another good piece of wargear to give your lord if attached to a wraith wing, remember not to go too far or you’ll end up with one expensive Necron Lord. This is far more expensive than invulnerable saves other armies can buy.
Phylactery: Tired of passing you We’ll Be Back and only having one wound? Then this is the thing you want, this gives you the chance to stand up with up to three wounds. Extremely frustrating, I once saw a lord chew through almost 15 wounds with one of these things; he was still alive at the end of the game. Nice and cheap so well worth it if you have some points left over
Resurrection Orb: Probably the most useful piece of wargear available to you, tired of everything negating your We’ll Be Back? Then this is what you want, although it can be argued that it’s not necessary, I feel the risk of losing key units to high strength weapons by far outweighs the cost of this wargear, especially when ordnance templates come into play. Essentially the Resurrection Orb counters everything that would normally counter your We’ll Be Back rule.
Solar Pulse: another less used piece of wargear, the label reads: Turn night to day and day to night, WARNING: only lasts for a limited time. I feel that this piece of wargear is completely and utterly useless, perhaps if it wasn’t limited to one turn, it might see some more use.
Veil of Darkness: does teleporting make you throw up? Fear not you’re a Necron and you teleport with style and comfort, this is good for sneak attacks on unsuspecting vehicles lurking at the back of the field. It may be the most expensive piece of wargear but the tactics enable are usually well worth it, you can teleport over to the enemies tanks and hit them in their side or rear armour, and then teleport away before any real counter attack, can be launched, only for the squad to teleport on the other side, makes for an excellent diversion.
C’tan: there are two types of C’tan at your disposal the Nightbringer and the Deceiver, both have insane combat abilities, and can literally make a joke out of even the most dedicated combat units, and with a plethora of special abilities they can ruin any ones day, the downside? They’re bloody expensive, easily equalling as much as several units, although they’re worth it in larger because of the tactical options the open up, such as the Deceiver’s “deceive” ability, the mere presence of a C’tan can change an opponents battle plan, giving you edge with your plans.
The Nightbringer, possibly the biggest powerhouse in the game, rivalled only by Tyranid Monstrous Creatures, his ability literally throw whole enemy squads out of combat or even off the board shouldn’t be over looked, his high strength, toughness, attacks and wounds that all C’tan enjoy makes him a combat powerhouse, try positioning him in front of you vulnerable warriors and see if you enemy dares charge past him. He can also place down ordnance templates in combat to help you deal out more damage to those hordes that oft oppose you. Just get him into combat as soon as possible against shooting armies and use him to keep combat based enemies out of combat
Where the Nightbringer is a combat powerhouse, the Deceiver is the master of deception, able to redeploy your entire army if the Dice Gods are feeling generous, leave combat at will is a eat trick especially when fighting Khornate armies who have to charge the closest unit, just place this sucker up front and watch all his units charge in and either be unable to hurt it, or be left up chocolate river without a padlepop stick, his trickery even effects fearless units forcing them to fall back, as he implants image of death and destruction, incomprehensible to the foolish mortal races, whilst not as powerful as the nighter in terms sheer strength, he is faster, and has move support unit like abilities, which C’tan you field is entirely up to you, but like the Necron Lord, who you choose helps define the character of your army.
Elites
Pariahs: probably the most debated about unit in the Necron arsenal, their high points cost, not being Necron, and having certain stats too low to be any real use in combat but other that help it excel, and their shooting attack is the same as the one possessed by the Immortals, and quite frankly a job better off left to the immortals. Although they do have some useful rules such as psychic abomination and soulless. Their high Strength and Toughness means they can easily crush a Marine, if the live long enough to reach combat or if they make it, if they survive long enough to strike back. Tips on using Pariahs are included in the Advanced Tactics area. Pariahs only really get used in Fear based armies where their special rules truly come into effect.
Soulless: all enemies within a certain range have reduced leadership as their inner souls tremble with fear.
Psychic Abomination: coupled with soulless this makes pariahs very dangerous indeed, with the psyker constantly at the risk of falling back.
Immortals: essentially stronger warriors with increased toughness and better weaponry, excellent against mobile armies their ability to move and shoot is rather handy, often teleported around the board via the Veil of Darkness, or the Monolith. And whilst able to be equipped with disruption fields, it is generally ill worth it; their shooting potential is far more potent than the ability to attack a tank in combat. Their point’s value seems to be at the right spot in comparison to normal warriors. Able to walk through a literal storm of small arms fire almost unscathed, the Immortals provide an excellent supporting unit, their weapon is half way between a Gauss Flayer and a Gauss Cannon, they can supply a hail of medium strength and AP shots capable of ten targets to shreds.
Flayed Ones: the combat orientated version of the humble Warrior, equipped with claws instead of a ranged weapons for increased attacks. The lack of rending or power weapons hampers this units combat prowess, although it has numerous special rules to help it get to combat, you’ll find your self relying heavily on their Terrifying visage to keep them alive, which can be enhanced by a Necron lords gaze of flame, and the Pariahs Soulless special rule however that’s a lot of points to make this unit effective against other armies combat orientated units, Flayed ones shouldn’t be used, to attack full strength combat units, without firing upon the intended unit before hand to improve the Flayed Ones odds of victory. Flayed ones combine Necrons trademark resilience with assault capabilities
Troops
Warriors: being Necrons only troop choice you’ll be finding these fellas included in your army list quite often. They are still one of the best units on offer as they provide the vital numbers required to stave off Phase Out, equipped with a gun capable albeit with some luck of taking out any Target in the game, from a Land Raider to a Sentinel, from a Demon Prince to a Grot nothing can escape this truly potent symbol of the Star Gods power. As a general rule of thumb it’s a good idea to make thirty-six percent of your army warriors, so for every 500 points in your army put in another squad, now this isn’t always the case as sometimes you’ll want to add in more specialist units, but the larger the game, the more warriors you’ll want to increase the Phase Out count. They also benefit from an oft overlooked rule, Reserves; it may not actually be over looked as more often than not starting with the warriors on the field is a more viable option. Capable of being fielded in large lumbers, although I tend to field more minimum sized squads rather than several and a single big one, to make it harder to wipe out, because if you large squad gets run down, your not going to be recovering too well, unless it’s a larger game.
Fast Attack
Wraith: Wraith are the main unit involved in a wraith wing style tactic, if involves hitting an small amount of the enemy forces with a lightning fast raid and escaping before any major retaliation can take place. A job the wraith is well suited for, with high movement strength and initiative and an awesome invulnerable save to boost, Wraith can hurtle down a flank, hit an isolated unit then fall back before they can be put to the sword, with several special rules such as Phase Shift and Wraithflight that allow the wraith to ignore many terrain effects. Never leave you Wraith in the open unless using them as a lure, because small arms fire will be the death of them. Also be cautious of an enemy unit that you cannot defeat fast enough, because without power weapons or rending you’re at the mercy of the dice god to get you out of there
Destroyer: essentially a bigger better Immortal, although with a nice points increase, the destroyer enjoys advantages of better movement, and a weapon that has longer range, higher strength and fires more shots, usually the mainstay of a firepower based armies offensive capabilities come from this unit, and is often combined with immortals to add a wall of high toughness, regenerating mobile firebases.
Scarab Swarms: these little buggers are quite fun to use, as a living tide of death scuttles your way. The sheer amount of wounds makes them a good speed bump and the amount of attacks they can put out is terrifying and despite their low strength the amount of attacks makes them a quite effective at taking out even power armoured foes, just watch out for blast weapons and high strength models and weapons. There are many sneaky tactics with these guys such as the “Bug Zapper” where you combine a Necron Lord with Destroyer Body and a Lightning Field to the squad and watch the enemy take lots more saves, as the result of their attack and then combine that with yours. Or the sneakier one of Turbo Boosting up to or moving and assaulting an enemy vehicle and blocking all the exits then score a penetrating hit and watch everyone inside die without a fight
Heavy Support
Tomb Spyders: Tomb Spyders are great for fighting on larger tables where you forces will be spread thin, just keep a tomb spider nearby and if the squad dies, they won’t disappear without a WBB roll, they’ll be whisked off to some other group to continue their fight. Able to take a Staff of Light, although this isn’t worth it, because you’ll sacrifice attacks to utilise your low Ballistic Skill. Despite its low weapon and ballistic skill its strength and toughness are frightening able to hold of most enemies for a turn or two, ability to create scarabs is good but leads to majority toughness being used, which is good against long ranged weapons, because they’re usually strong enough to take the Spyder out by them selves, so the Scarabs for a valuable “extra wound” although when entering Rapid Fire ranges it is a better idea to pull the scarabs back behind the Tomb Spyder where line of sight cannot be traced so the rapid fire shots wont tear through your scarabs and Spyder they’ll just Have to deal with the tough armoured carapace of the Spyder. The Spyder is able to tear its way through tanks and infantry a like.
Heavy Destroyer: basically a Destroyer with an even bigger gun that makes a mockery of almost all armour regardless of how thick it is, and able to smash a terminator to shreds, it comes in smaller squad sizes and costs slightly more but most of the advantages of a normal destroyer also affect the Heavy Destroyer
Monolith: the armoured might of the Necrons the Monolith is a truly remarkable piece of equipment and with it opens up the true potential of Necron tactics and mobility. Able to shoot every enemy in range with medium strength and AP, this monstrosity takes up an entire page of the Necron codex. Its Living Metal rule makes a mockery off practically every anti tank weapon that is thrown at it. With the ability to literally drop in on enemy amies and then teleport those precious Necrons right up close and personal, then give them an added chance to stand up with their We’ll Be Back Rule, or just simply shoot ordnance at the enemy, the mere presence of a Monolith will force the opponent to adjust his tactics.
Basic Necron Tactics
Deployment
Deployment plays a very vital part of the success of any army, and Necrons are no exception, generally speaking you want to hide everything as well as you can so that if your opponent gets first turn, he will have a very limited choice of targets. A great deal of Necron units have the ability to move and shoot, use it well, start behind cover, and if you cant see anything even after you move on the first turn, simple give him first turn, hell end up moving his models out and lose a turn of shooting because he cant see anything, this also puts you in a better position for a last turn objective rush. It also means that when it’s your turn instead of having nothing to shoot at, you have a multitude of targets. Some units you may need to place so that they have line of sight on the first turn, such as warriors whose range is reduced if move, if you need to place them in cover, not only does this give them slight protection against the longer range weapons but it also gives them an advantage if they get charged. Now the Deceiver unlocks many new deployment options, especially when combined with a monolith, just place the Monolith out in the open, and watch the opponent deploy half his units accordingly, then using the Deceivers special rule, move it to better location or even off the field altogether. Then just smile and roll for first turn, knowing you ruined his plan. Now some armies you can deploy everything out in the open early such Khorne and Tyranids because these armies are just going to rush across the board as fast possible, and attempt to eat you or take your all necessary teleporting skull. Other than that Deployment can be considered to a game of Chess, you always have to be thinking ahead, don’t just think about the turn your in, you have to think ahead, two turns ahead, playing simple strategic games such as Chess and Draughts (checkers in lemans terms) will help you do this, you need to be able to know not just your moves, and where you’ll be in the next turns but where our opponent will be as well. Once you can do this, winning games will become far easier, as you usually predict where and what the enemy will attempt to strike. This being said remember this works for your opponent too don’t be afraid to the something random and wild every few games to keep you opponents on their toes.
Firepower Based Tactics
The key to any army that relies on firepower is to keep shooting and avoid combat, with Necrons this is still the case, field as many firepower units as possible (Immortals, Warriors, Destroyer Variants, Monoliths) Against combat orientated armies the idea is to allow the enemy to get close and then leave then dead in their tracks, by moving around their forces whilst your jetbikes and teleporting as much as you can behind them using either the Veil of Darkness or a Monolith, you will undoubtedly lose a squad or two during this manoeuvre but the over all effect will mean that the enemy weakened themselves crossing the board the first time will have to try and slug their way back across the field again. Now some combat armies are so fast that they’ll be on your lines on turn two and in some cases even the first turn, noticeably Tyranids and Chaos Space Marines. Against these armies all hell breaks lose as you frantically try and teleport units out of combat, and avoid those incoming units that were lingering at the back. In smaller point games where you can’t afford a monolith, all you do is hope that you cause enough damage to be able to stop them in combat.
Against another long range based army such as Tau or Imperial guard, your Firepower army can almost become one intent on killing them off in close quarters, by advancing your army continually whilst screening it from as much enemy fire power as possible you can eliminate on flank, and isolate the other and if you get close enough with your immortals, charge away, that is if they survive the devastating barrage unleased upon them in your shooting phase, Against a balanced list, just focus on their combat troops and then worry about the long range firepower, although vehicles such as the Leman Russ Battle Tank, or the Defiler should always be high priority, due to the Ordnance weapons that they carry.
Assault Based Tactics
Essentially the opposite of a Firepower Based Necron army, is the Assault themed army, minimising its Warriors and concentrating on Flayed Ones, to keep it clear of Phase Out. Flayed ones usually form the bulk of the army as they hope they whittle down the enemies numbers through a war of attrition, aided by large scarab swarms and squads of wraith. Not a personal favourite type of army composition, but generally tactics involve picking on the flanks and trying to weaken any combat resistance with a volley of Gauss fire before the other units swarm over the enemy unit trying to get outnumbering bonuses. This type of army is at a severe disadvantage to normal combat orientated armies, due to its lack of power weapons and other such goodies.
Wraith Wing Tactics
The Wraith Wing is a bolt-hard unit that moves like lightning, is hard to single-out and destroy and can take out most opponents in an assault although its an exceedingly difficult tactic to perform well. There are many things that can spell the doom of your Wraith, an average Wraith Wing consists of a Destroyer Lord and six Wraiths. Start the Wraith behind cover as far forward as possible remembering to note where terrain that you can advance and behind, once close enough to assault, the idea is to just be in range of the enemy squads, you may limit the amount you can kill, but you want to try and finish the squad of in the enemies turn just be careful and watch out for any units who might try and pile in. The Necron Lord tries to make it into base contact, with most enemy independent characters, or special weapons, such as powerfists or power weapons, the idea? Wraith with their incredibly high Initiative will strike before most opponents allowing them to kill of those in combat, and leaves the enemy with a choice, either kill of the special weapon to deny the Necron Lord his attacks, or keep the model and allow the Necron lord to kill more. If you think that you will wipe out the enemy squad position them all at one end, closest to a nearby target, so if you do wipe them out, you’ll have more chance of consolidating into them. There are a few things that a Wraith Wing shouldn’t do.
• Never leave the Wraith without a resurrection orb
• Never split the squads up more than 6”
• Never let Wraith be targeted by massed small arms fire
• Avoid high toughness targets such as Wraithlords
• No suicide runs, if you know that you can finished off an opponent at the cost of being left in the open, don’t do it, your wraith are far more valuable, you want to strike with surgical precision
• Don't shoot at the enemy unit that the Wraith Wing is about to assault, unless you're sure you can still make the 6” gap after casualties have been removed.
The shooting half of the Wraith wing generally focuses on Monoliths and immortals, the monolith it either placed on field and advanced forward in the first turn to give the wraith a possible first turn assault, or it deep strikes down near a vulnerable unit, and teleports the wraith through, whilst the others Turbo boost as close as they can without leaving themselves open.
Immortals usually should target larger squads near the Wraiths positions, to make them easier pickings and reduce the ferocity of any counter attack
Fear Tactics
Fear Armies usually require larger games to work efficiently, as you’ll need large numbers of Flayed Ones, Scarabs, Tomb Spyders, Pariahs and a Deceiver to pull it off. The trick is to get as close as you can whilst suffering minimal casualties, then force as many modifiers onto enemy units as possible, and try and make them fall back, the best way to do this, is to either get Pariahs nearby so that the enemy is affected by the soulless rule, then use the Deceivers abilities to force the enemy to fall back or pile in with as many Flayed Ones and Scarabs as possible whilst within range of the Pariahs to cause as many wounds as possible and reduce the enemies leadership through combat modifiers.
Balance Based Tactics
Getting you tactics correct for a balanced list can be reasonably difficult to get down pat, but provides you with a good all-rounder list, capable of dealing whatever gets thrown at you. Basically deploy according to you have, and then it all just becomes a case of target priority, you can mix and match Tactics from all the others to get your tactic here, the possibilities are endless so I shalt not attempt to write about then less I keep going. But just one example of mixing tactics.
• Manoeuvre around the enemy with your destroyers as you would in a firepower based army.
• Swarm over the enemies units with scarabs as you would in an assault based list
• Small squad of Wraith for surgical strikes and artillery hunting.
• Field a Deceiver and throw the enemy of track before the game begins
Psychological Warfare
Whilst it is more than possible to win games without toying with your opponents mind, sometimes it gives you that edge. I don’t generally use these but I have on occasions and I give most of them a 50-50 chance of working. It all depends on your opponent
First things first, don’t take this too seriously. There are several ways of playing with your opponent’s mind, such as playing stupid, “pretty” units, they’re alive! And the stare, these by no means are all of them but are some of the interesting ones to use. The whole idea here is to make the opponent unnerved, over estimate you, or just think your plain loony.
The first, playing stupid, is actually a lot harder than you think because you have to remember what your pretending not to know, simple things like “whoa what are they, they look cool!” especially against something rather standard such as marines, although that seems just a bit to much forgetfulness. This is a simple way to make your opponent think that your new to this and overestimate you, although this wont work against people you know, once they over estimate you have the tactical advantage and by constantly checking your codex about things, it will add to their feeling of superiority. When your opponent over estimates you, they tend to play less cautiously leaving more room for mistakes and expecting you not to capitalise on hit, then in one swift movement, rip the heart out of their army, or just do whatever you feel is more appropriate. Once you’ve been overestimated once, they won’t likely do it again, so make good use of the opportunity.
“Pretty Units” is one that isn’t quite effective if you’re a Necron player, because it generally relies on more combat based troops. Most opponents have a favourite unit or one that they spend so much time painting and converting it isn’t funny. The idea here is to shoot it a little then pile a squad or two into combat against it, use your digression here if his pretty unit is demon prince, don’t charge it. Now most players will inadvertently pile in more troops to save his pretty unit, when he does so pile more troops in and position you shotty nits to be able to fire at the enemy if they defeat you. An excellent way to make the enemy more where you want them too or if they’re really obsessed with saving the unit, away from an objective.
“They’re alive” is just a simple one to make your opponent think you’re a fool and quite often doest work, the idea is to continually consult your models about what they think is the best course of action, you can either pretend they’re talking, you can do their voices as well, I can almost guarantee you’ll get some strange looks. Your opponent will normally either be busy laughing, shaking his head, or trying to ignore you, concentrating less on the battle at him. Just remember that it he looks like it’s annoying him, stop.