The awakening empire : Necron faction

By stevenmathers, in Forbidden Stars

Full writeup and cards at BGG link below:

https://boardgamegeek.com/article/22488941#22488941

DOMINATE ABILITY: Teleport: Move any units from any one planet to a friendly planet in the target sector that has a structure on it.

Necrons can teleport multiple units to a system containing a tomb world by dominating, allowing them to retrieve units that have been spread on various missions or find themselves in untenable positions. Unlike other factions teleport abilities, this requires the order be carried out in the destination sector rather than the source, meaning the further towards the front lines the destination is, the less likely you are to get full value in resources from the dominate order. However, once your Monoliths arrive, teleporting units to the front line from the rear becomes far easier, at least for infantry.

Speaking of which, the Necrons only have 10 land units and 5 ships…

Unit Mix

4 Warriors
2 Harvester cruisers
3 Immortals
2 Monoliths
2 Tomb ships
1 C’tan


But what units they are! Top class toughness on every line and respectable firepower. The necron units exhibit extreme resilience and ability to rally, simulating their self-repairing machinery which can turn them from a broken pile of scrap back to full operation in the midst of battle.

What is morale to an emotionally challenged, immortal machine? The concept doesn't make sense. To a Necron, ‘morale’ represents their certainty that the situation is proceeding according to plan. Necron commanders are more than willing to concede a bad position and teleport out of trouble so they can come back better prepared next time. So their troops get the worst morale as units stats - being routed or not hardly worries them - but the longer the battle goes, the more certain they are of victory, throwing down more morale icons and dice with every round. The only way to outlast a Necron army is to destroy them utterly or keep your own troops unrouted.

Tactically, the Necron combat deck is fairly straight laced with little in the way of options and tricks, reflecting their rigorous military doctrine and their trouble adapting their tactics to new situations. But why would they bother? The tactics they do have are very effective. Keep advancing and shooting the enemy until they are all dead, and if you get blown up, self-repair, rinse and repeat.
As such you will tend to just keep throwing down icons on every card, rallying your troops, teleporting into and out of battle, and relentlessly incrementing your morale with almost every card.

The other attribute of necron cards is that their strength split between general and units abilities leans a little more towards general than other factions, reinforcing the theme that being routed is more of a temporary inconvenience for Necrons rather than a disaster.

So you will find the flavour of necron battle is a little dour and single-minded, leaning towards a combination of offence and morale, as opposed to the marines, say, who lean towards defence and morale. But thats OK. For the Necron player, most of the interesting decision making is being done at the strategic level.

Edited by stevenmathers