Strategy guide

How to Play Necrons in Warhammer 40,000 11th Edition

Your 11th-edition Necrons playbook: the Detachment Points budget, how Reanimation Protocols keeps you on the board, and how to pick β€” including three new 1-DP detachments built to stack.

11th editionRules checked July 13, 2026

SprueSentry strategy commentary for 11th edition, not official rules. Games Workshop updates points and rules regularly β€” always confirm against the current official rules and your latest dataslate before a game.

This guide reflects Warhammer 40,000 11th edition, which launched on 20 June 2026. Necrons don't have a dedicated 11th-edition codex yet β€” they run on their 10th-edition codex plus an official 11th-edition Necrons Faction Pack (v1.0) that adds the new points and Detachment Point costs, three new detachments, and rules tweaks. Points and DP values live in the Warhammer 40,000 app, so always confirm the specifics there and in the Faction Pack before a game.

Two things define Necrons in 11th edition. First, the new Detachment Points (DP) system lets you field one to three detachments out of a budget instead of locking into one β€” and Necrons gained three cheap 1-DP detachments made for exactly that. Second, your durability still runs on Reanimation Protocols, the self-repair rule that makes Necrons so hard to kill.

What changed for Necrons in 11th edition?

The big structural change is Detachment Points. In 10th edition you chose one detachment; in 11th you get a DP budget β€” roughly 2 DP at 1,000 points and 3 DP at 2,000 points β€” and spend it on detachments that each cost 1 to 3 DP. You can now combine detachments.

The Necrons Faction Pack v1.0 layered this onto the existing codex: it set DP costs, added three new 1-DP detachments (Hand of the Dynasty, Skyshroud Spearhead, The Phaeron's Armoury) clearly designed to be stacked onto a bigger detachment, and retuned four codex detachments (Annihilation Legion, Canoptek Court, Hypercrypt Legion and Obeisance Phalanx). Because there's no full 11th-edition codex yet, a future book could change things again β€” but this is the current, live state.

Your army rule: Reanimation Protocols

Reanimation Protocols is the Necron identity and it carries over essentially unchanged. At the end of your Command phase, eligible units self-repair, reanimating lost wounds (D3 per activation in the current rules) and bringing destroyed models in a multi-model unit back once enough wounds are restored. Plenty of faction rules, enhancements and stratagems grant extra activations or add to the roll.

The strategic upshot: Necrons win by not dying. You trade durability for a slower clock, so the game plan is to weather the alpha strike, reanimate the losses, and grind the opponent off objectives. Anything that stacks more reanimation β€” characters, stratagems, the right detachment β€” compounds that core strength.

How Detachment Points work for Necrons

Your DP budget scales with game size: about 2 DP at 1,000 points and 3 DP at 2,000 points. Detachments cost:

  • 3-DP detachments (Awakened Dynasty, Canoptek Court) fill your whole 2,000-point budget with one strong package.
  • 2-DP detachments (Hypercrypt Legion, Annihilation Legion, Obeisance Phalanx, Starshatter Arsenal, Cursed Legion, Pantheon of Woe) leave 1 DP spare for a support.
  • 1-DP detachments (Hand of the Dynasty, Skyshroud Spearhead, The Phaeron's Armoury, Cryptek Conclave) are the new glue β€” bolt one onto a 2-DP core.

There's one important restriction: no two detachments may share a Unique Tag. Hand of the Dynasty carries the DYNASTY tag (so it can't combine with Awakened Dynasty), and The Phaeron's Armoury carries HYPERCRYPT (so it can't combine with Hypercrypt Legion). Check tags before you pair.

The Necron detachment landscape

Twelve detachments are legal. By role, with DP costs:

  • Awakened Dynasty (3 DP) β€” the generalist; broad army-wide accuracy buffs. Start here.
  • Canoptek Court (3 DP) β€” Cryptek and Canoptek-construct swarm.
  • Hypercrypt Legion (2 DP) β€” teleport and redeploy for board control.
  • Annihilation Legion (2 DP) β€” Destroyer Cult relentless-advance melee (buffed in the pack).
  • Starshatter Arsenal (2 DP) β€” vehicle gunline that hits harder near objectives.
  • Obeisance Phalanx (2 DP) β€” Noble and Lychguard bodyguard (rule rewritten in the pack).
  • Cursed Legion (2 DP) β€” snowballing Destroyer melee.
  • Pantheon of Woe (2 DP) β€” multi-C'tan bully list.
  • Cryptek Conclave (1 DP) β€” adaptable Cryptek firepower support.
  • Hand of the Dynasty (1 DP, new) β€” fast infantry that advances and acts.
  • Skyshroud Spearhead (1 DP, new) β€” Tomb Blade deep-strike alpha strike.
  • The Phaeron's Armoury (1 DP, new) β€” mobile, durable war engines.

Choosing your detachment (and what to pair it with)

Pick a core from your collection and playstyle:

  • All-comers / unsure β†’ Awakened Dynasty (3 DP). Board control and teleport tricks β†’ Hypercrypt Legion. Destroyers β†’ Annihilation Legion or Cursed Legion. Tanks and war machines β†’ Starshatter Arsenal. Crypteks and Canoptek constructs β†’ Canoptek Court or Cryptek Conclave. C'tan β†’ Pantheon of Woe.

If your core is a 2-DP detachment, spend the leftover DP on a 1-DP support (mind the tag rules):

  • Hand of the Dynasty to make Warriors and Immortals fast, aggressive objective-grabbers.
  • Skyshroud Spearhead to add a deep-striking Tomb Blade strike element.
  • The Phaeron's Armoury to bolt on a mobile, durable superheavy.

That 2 + 1 flexibility is the single biggest list-building change from 10th edition.

Reanimation and command-point discipline

Two habits carry Necron games. First, protect your reanimation. Keep multi-wound units (Warriors, Immortals, Lychguard) in coherency and near their support characters so the Command-phase repair actually brings models back; don't let a unit get chipped below the threshold where reanimation stops mattering. Second, play the long game with CP. Necrons rarely need a flashy turn-one play β€” hold command points for the durability and repositioning stratagems your detachment leans on, and let the opponent break themselves on a wall that keeps standing back up.

And since 11th edition lets you run two detachments, remember you can draw on both detachments' stratagems β€” a 2 + 1 split quietly widens your toolbox.

Where to start

If you're new or returning, build an Awakened Dynasty list first. It's the most forgiving detachment, its army-wide accuracy buff needs no extra sub-systems, and almost any Necron collection fits inside it. Once you're comfortable, try a 2 + 1 DP split β€” a Hypercrypt or Annihilation core with a new 1-DP support β€” to find your style.

Because Necrons are still on a faction pack rather than a full 11th-edition codex, keep an eye out for a future codex that could re-tune detachments and points. Until then, everything here reflects the current, live rules.

Common questions

Is Reanimation Protocols still the Necrons army rule in 11th edition?

Yes. Reanimation Protocols carries over essentially unchanged: at the end of your Command phase, eligible units reanimate lost wounds (D3 per activation) and bring back destroyed models once enough wounds are restored. It's still the core of Necron durability.

How many Detachment Points do Necrons get?

Roughly 2 DP at 1,000 points and 3 DP at 2,000 points. Detachments cost 1-3 DP, so at 2,000 points you can take one 3-DP detachment or a 2-DP core plus a 1-DP support.

Do Necrons have an 11th-edition codex?

Not yet. As of mid-2026 they use their 10th-edition codex plus the official 11th-edition Necrons Faction Pack (v1.0), which sets DP costs, adds three new detachments and retunes several existing ones. A full codex may change things later.

Which Necron detachments are new in 11th edition?

Three, all costing 1 DP: Hand of the Dynasty (fast infantry), Skyshroud Spearhead (Tomb Blade deep strike) and The Phaeron's Armoury (war engines). They're designed to be stacked onto a larger 2-DP detachment.

What's the best Necron detachment for beginners?

Awakened Dynasty. It's the flexible all-comers generalist, works with almost any collection, and its army-wide accuracy buff lets you learn Reanimation Protocols and Necron durability without extra sub-systems.

Rules sources

Written by SprueSentry with SprueSentry editorial (hand-authored, research-grounded), grounded in the cited sources β€” original commentary, not Games Workshop rules text.

Detachment deep-dives

Annihilation Legion: The 11th-Edition Necrons Destroyer Detachment

How to play Annihilation Legion in 11th edition β€” the 2-DP Destroyer Cult melee detachment, its charge bonuses, the June 2026 +1 AP shooting buff, and when to take it.

Awakened Dynasty: The 11th-Edition Necrons Generalist Detachment

How to play Awakened Dynasty in 11th edition β€” the 3-DP all-comers detachment, its Command Protocols +1-to-hit rule, the six Protocol stratagems, and when to take it.

Canoptek Court: The 11th-Edition Necrons Construct Detachment

How to play Canoptek Court in 11th edition β€” the 3-DP Cryptek-and-Canoptek board-control detachment, its Power Matrix re-rolls, and the June 2026 tweaks.

Cryptek Conclave: The New 1-DP Necrons Cryptek Detachment (11th Edition)

How to play Cryptek Conclave β€” the 1-DP support detachment that gives Cryptek-led units always-on Assault and a menu of weapon abilities each Shooting phase.

Cursed Legion: The 11th-Edition Necrons Destroyer Madness Detachment

How to play Cursed Legion in 11th edition β€” the 2-DP Destroyer Cult detachment whose +2-Strength 'madness' spreads across your whole army as units die.

Hand of the Dynasty: The New 1-DP Necrons Infantry Detachment (11th Edition)

How to play Hand of the Dynasty β€” the new 1-DP 'Silver Tide' detachment that lets Warriors and Immortals advance, shoot and still hold objectives.

Hypercrypt Legion: The 11th-Edition Necrons Teleport Detachment

How to play Hypercrypt Legion in 11th edition β€” the 2-DP teleport-and-redeploy detachment, its Hyperphasing rule (and the June 2026 nerfs), and how to control the board.

Obeisance Phalanx: The 11th-Edition Necrons Lychguard Detachment

How to play Obeisance Phalanx in 11th edition β€” the 2-DP Noble and Lychguard bodyguard detachment, its rewritten Worthy Foes rule, and when to grind elite melee.

Pantheon of Woe: The 11th-Edition Necrons C'tan Detachment

How to play Pantheon of Woe in 11th edition β€” the 2-DP multi-C'tan detachment whose 'unravelling' auras give your whole army +1 AP against nearby enemies.

Skyshroud Spearhead: The New 1-DP Necrons Tomb Blade Detachment (11th Edition)

How to play Skyshroud Spearhead β€” the new 1-DP detachment that deep-strikes Tomb Blades for a +1-to-hit alpha strike, plus a mobile Necron skimmer toolkit.

Starshatter Arsenal: The 11th-Edition Necrons Vehicle Detachment

How to play Starshatter Arsenal in 11th edition β€” the 2-DP mobile vehicle gunline, its shoot-on-the-move rule, and the tank stratagems that carry it.

The Phaeron's Armoury: The New 1-DP Necrons War-Engine Detachment (11th Edition)

How to play The Phaeron's Armoury β€” the new 1-DP detachment that gives Necron Titanic Fly war engines +6" Move, plus defensive and Tesla-boosting stratagems.

Notable combinations