The Littles of the Necrons
Necron Warriors and Immortals are the nuts and bolts of any Necron arny. They fill the all important Troops slot and are forces to be reckoned with. Warriors are the most basic of Necrons. With their limited intelligence and free will they go where they’re told and do what they’re told. Which is usually, “Go there and kill those”. Armed with Gauss flayers a squad of 10 can fire a good number of shots at any unit. These semi-sentient automatons can be embarked upon Ghost Arks for rapid deployment. Ghost Arks can be used as mobile bunkers adding additional firepower with their Gauss Flayer arrays while providing protection to the Warriors riding on them.
The Bigs of the Necrons
The Immortals are the Warriors ‘Big Brothers’, slightly bulkier, with a better armor save (3+ vs 4+) and armed with either a Gauss Blaster or Tesla Carbine Immortals are a threat to most foes. They are footsloggers like Warriors, designed to advance implacably while laying down a torrent of fire. Denied the ability to ride on Ghost Arks, Immortals have access to the deadly Night Scythe as a transport vehicle. Being a flyer the Night Scythe can’t start on the board but with teleportation beams a Night Scythe can deliver a squad of Immortals where they need to be with great reliability.
Both Immortals and Warriors are excellent objective holders. Both benefit from Reanimation Protocols (or at least they did in 7th Edition, here’s hoping 8th keeps them as resilient). Some of the most fun I’ve had with Warriors is having an opponent kill 3 or 4 of them only to have 2 or 3 stand back up! This is particularly fun against psycher heavy armies since Necrons have virtually no psychic defense (or least they didn’t in 7th, here’s hoping blah blah blah)