When
the Fifth edition Necron Codex came out, I was like others and for want
of a more appropriate terminology, kind of bummed about the exclusion
of the Pariah. This was unit that fluff-wise completed the army nicely,
filling the psyker role, but from what I can determine were a mixed bag
on the table depending on how they were used.
The inclusion of Allies in Sixth Edition can be argued as many things
including, as an example a way of injecting some variance into a game
that had become big on list armies that were formulaically designed to
eradicate an opponent.
The social aspect of the game can’t be overlooked and as such I chose
to see the inclusion of Allies as a medium to submerge into the game,
allowing a player to create a back story, characters and a motivation
for their army – and using this as a backdrop for ongoing story, campaigns and battles.
It also (and possibly more importantly depending on your view) allows
a player to experiment with new armies before completely destroying
their wallet in the process.
I play Necrons. Badly. That said I have only been playing a short while
(2 years) and am one of those people who learn better as I do
something, muddle through. Voraciously devouring any Black Library
books, old Codices and articles online and in White Dwarf, I am a sucker
for the history and settings.
However I digress. This is supposed to be about Allies. And I got an old Witch-Hunters Army for Christmas. How can I play the two together and why would they join forces?
Simply put, because there is a debt to be paid.
The Necrons of the Nazm Dynasty are a small faction, their previous
function in the overall scheme of things being trade and facilitation
between the varying larger houses and dynasties. They were awoken a lot
earlier however due to varying reasons and their Crypteks made some
headway throughout the surrounding regions of space and established
contacts with other awakening tomb worlds, alien races and travellers.
This was around the time of the early Pharaohs and as such, contact
having been made briefly with Earth by other alien races, data was
gathered which indicated that the human race was of a unique and
adaptive stock, and it was deemed that they may in fact (after some
augmentation and selective interbreeding over time) become suitable
hosts for transmigration. As it turned out, the addition of Necrontyr bioscience to the human genome would eventually lead to the advent of the blacksoul.
At some point this fact and the visitation of aliens become common
knowledge to certain individuals under the employ and instruction of the
one who would later be known as The Emperor of Mankind. A tentative
deal was struck with the Necron, outlining that they could continue
their work so long as tribute was paid.
Needless to say that a show of power followed and the Necron faction, used to trade and delegation and ultimately unequipped to deal with full psychic essence The Emperor possessed, agreed.
Needless to say that a show of power followed and the Necron faction, used to trade and delegation and ultimately unequipped to deal with full psychic essence The Emperor possessed, agreed.
Imagine then a circumstance in which the Nazm Dynasty uncovers
attacks on the Pariah population of a feudal world, seeded specifically
for the purpose of breeding blacksoul for Inquisitorial and Necron use
(as intermediaries, spies and traders). Factions from both parties
have a vested interest in the preservation of these talented individuals
and when the presence of Chaos is indicated, alliances are formed to
combat this threat.
The Necron force consists of 1 Overlord, with a Royal Court
consisting of 2 Lords, 2 Crypteks and a Troop contingent of 2 squads of
20 Warriors, a squad of 10 Immortals, a Tomb Spyder, 10 Scarabs, 4
Wraiths, 5 Deathmark and as much wargear as they can carry.
The Inquisition Force consists of:
Inquisitor 75 points
Inquisitorial Warband (using whatever points are left)
Inquisitorial Chimera (dozer blade, extra armour, warp stabilisation) 80 points
Culexus Assassin 135 points
2 Grey Knights Strike Squads 100 points each
Inquisitorial Warband (using whatever points are left)
Inquisitorial Chimera (dozer blade, extra armour, warp stabilisation) 80 points
Culexus Assassin 135 points
2 Grey Knights Strike Squads 100 points each
And if you happened to have an old Pariah model you could use him for the Culexus.