![]() From turn 2 the Warriors will be in charge range so it's a case of presenting one of them as a good target (usually on an objective) to try and bait out a charge (as everything is still concealed at this point that's the only way that damage can be done aside from being on vantage points). The Warriors will advance up the board to capture objectives and the Immortals will hang back slightly to keep in cover/get to good firing positions but will generally stay quite close to the Warriors. Given their 9 wounds making them quite bulky for the return hits the likelihood of them living to do the damage is quite high.ĭuring the game itself, I like to split my Killteam into two or three smaller groups consisting of 1-2 Warriors and 1-2 Immortals each with everything being concealed during the first turning point and the immortals within 1" of the warriors so that they grant cover. ![]() In my opinion this is a big boost as they can now kill guardsmen equivalents with 2 hits or anything with 9 wounds on a hit and a crit. UPDATE (03/2022): As of the latest balance patch they received +1 damage on both profiles making the Flayer claws 4/5. Perhaps if they either had 3/5 damage on their claws or some sort of re-rolls on their hits it would go a long way to making them a credible combat element. Pretty much every other Necron available does more then 3/4 damage and whilst the rending is nice, generally they will need a crit and 2 hits to kill anything more bulky then a guardsman in combat. Aside from this however, I don't rate them as highly as standard Warriors with Gauss Reapers mainly due to their mediocre Flayer Claws (their poor movement is offset by the ability to move up the board largely unscathed with conceal orders and the aforementioned Skulking Killer). With the Skulking Killer Strategic Ploy they have access to one of the best combat abilities in the game (being able to do a charge action from concealed) so there is some utility to having them available for use.
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