Warhammer 40000 Guide

Mechanicus 2 Necron Guide: Dominion & Reanimation

Learn the Mechanicus 2 Necron campaign with practical tips for Dominion party-wide buffs, Reanimation, Lords, terrain destruction, units, and early mistakes.

Faction Guide Beginner to Intermediate Updated 2026-05-22

The Necron campaign in Warhammer 40,000: Mechanicus II is easier to understand than the Adeptus Mechanicus campaign, but it is not brainless. Your early power comes from four things: Dominion, Reanimation, Lord-retinue planning, and terrain pressure.

The mistake is thinking Necrons can simply walk forward because they come back. Reanimation gives you time. Dominion gives your whole force momentum. Your Lord gives the army its plan. If the Lord dies, the mission can fail outright, so Necrons still need discipline.

Mechanicus 2 Necron campaign guide

The Necron campaign starts with a very different rhythm from AdMech: fewer resource puzzles at first, but much more focus on momentum, recovery, and Lord identity.

Direct Answers

QuestionAnswer
Are Necrons a good first campaign?Yes. Their early identity is direct: advance, deal damage, build Dominion, reanimate losses, and pressure cover.
What does Dominion do?Dominion is army momentum. As the level rises, it can unlock party-wide buffs and improve or unlock weapons, skills, and unit effects.
How do Necrons generate Dominion?Necron units generate Dominion when they deal damage. More damage means faster Dominion growth.
How does Reanimation work?Destroyed Necron units enter Reanimation with a countdown. When the timer reaches zero, the unit returns to play. Some tools can accelerate this.
Can I let my Lord die?No. Do not treat the Lord like a normal reanimating unit. If your Lord is killed, the mission can fail.
What is the biggest beginner mistake?Sending away the Lord or retinue that your next mission actually needs.

Confirmed Necron Mechanics

Before planning the Necron campaign, separate confirmed mechanics from tactical advice.

MechanicConfirmed behaviorWhy it matters
DominionNecrons use Dominion as their core battle resource.The details of damage generation and level gains are explained in the Dominion section below.
Dominion LevelHigher Dominion Levels can unlock or enhance Necron weapons, skills, and army effects.Damage sequencing matters because stronger turns can push the whole army into better states.
ReanimationDestroyed Necron infantry can enter Reanimation instead of disappearing permanently.You can plan tactical losses, but the unit is still absent until it returns.
Tactical ResurrectionNecron Lords and certain tools can accelerate or improve the return of reanimating units.Reanimation is an active combat tool, not just passive forgiveness.
No CognitionNecrons do not use AdMech Cognition Points. Dominion is their unique battle resource.Do not apply AdMech resource habits to the Necron campaign.

Beginner Mindset Rules

These are principles, not a turn-by-turn script.

  1. Dominion is for the whole battle plan. Do not think of it as one unit getting stronger.
  2. Reanimation is tempo insurance, not permission to play badly.
  3. Your Lord is not expendable. Unit losses can be recovered; Lord death can end the mission.
  4. Destroy cover when it creates more damage opportunities.
  5. Side tasks are not free. A Lord away on a task is not leading your next mission.
  6. Upgrade the retinue you actually field, not the one that sounds coolest later.

Why Necrons Are a Strong First Campaign

Necrons are usually a smoother first campaign because their battlefield identity is easier to read.

Necron habitWhy it helps beginners
Push forwardYou learn objectives and pressure without juggling as many early economy systems.
Deal damage to build DominionThe faction rewards doing the thing you already want to do.
Reanimate lossesYou get more forgiveness than AdMech when a normal unit is destroyed.
Use Lords and retinuesBuilds are clearer because each Lord points you toward a playstyle.
Break terrain pressureYou can disrupt defensive positions instead of only playing around them.

The trade-off is that Necron mistakes are delayed rather than erased. You may survive the first bad decision, then feel the cost later through recovery timers, weaker retinues, or a Lord being unavailable.

Dominion Explained: Party-Wide Momentum, Not Just Unit Damage

This section builds on the confirmed rule above: Necrons gain Dominion through damage, and higher Dominion Levels unlock or enhance the army’s combat tools.Dominion is the Necron campaign’s signature combat system. Each time one of your Necron units deals damage, the Dominion gauge fills by the same amount. When the gauge fills, Dominion level increases.

The key point is this:

Dominion is not only a single-unit damage boost. Treat it as party-wide momentum.

As Dominion rises, it can unlock or improve weapons, skills, unit effects, and broader army bonuses. That means the question is not just, “Can this unit hit harder?” The better question is, “Can this turn push my entire force into a better state?”

Mechanicus 2 Dominion gauge

The Dominion gauge fills from damage. A high-damage turn is not only damage; it is also progress toward stronger army-wide pressure.

Dominion Decision Table

SituationDominion decision
You can finish a target and build DominionUsually take the damage. It advances the battle and the gauge at the same time.
You can push Dominion before using a skillBuild Dominion first if the higher level improves the next action.
The fight is short and nearly overDo not overinvest in a payoff that will not matter before the fight ends.
The mission is long or attrition-heavyDominion-scaling upgrades become more valuable.
You can destroy cover and create multiple future shotsBreaking terrain can be worth it because it opens more damage and faster Dominion gain.

Early Dominion Mistakes

MistakeWhy it hurtsFix
Treating Dominion as a single-unit buffYou miss the point of the system and undervalue damage sequencing.Think of each damage action as army-wide progress.
Spending actions before building DominionYou may use a skill before its stronger state is available.Deal damage first when the gauge is close to leveling.
Building around high Dominion too earlySome fights end before the payoff matters.Invest once your army can reliably reach useful levels during normal fights.
Ignoring low-damage turnsLow damage means slow Dominion, even if positioning looks safe.Create firing lanes and target priority that keep damage flowing.

For exact early thresholds and upgrade timing, use the Mechanicus 2 Early Upgrades and Resources Guide.

Reanimation Explained

Reanimation gives Necrons more forgiveness than most factions, but a reanimating unit still creates tempo loss until it returns. When a Necron unit is destroyed in a skirmish, Reanimation Protocols can activate. A countdown appears, and when that countdown reaches zero, the unit returns to play. Some skills, such as Arise-style effects, can accelerate the return of units undergoing Reanimation.

Mechanicus 2 Reanimation Protocols

The Reanimation countdown is a tempo problem. The unit may return, but you still have to survive the turns while it is gone.

What Reanimation Does and Does Not Mean

QuestionPractical answer
Do destroyed Necron units come back?Many Necron combat units can enter Reanimation instead of being gone permanently.
Do Lords work the same way?No. Do not treat your Lord as disposable. If the Lord is killed, the mission can fail.
Does Reanimation mean I can trade units freely?No. A unit in Reanimation is not contributing until it returns.
Does the unit return at full HP or partial HP?Verify this in your current build. Do not assume full health unless the UI confirms it.
Can Reanimation be accelerated?Yes, some skills and resources can speed up or improve the return of reanimating units.
What is the difference between downed and lost?In practice, read the UI: if the unit has a Reanimation countdown or recovery state, plan around its return; if the mission fail state triggers, the run is over.

How to Use Reanimation Well

SituationCorrect response
A frontline unit enters ReanimationSlow down and hold position until it returns.
A key damage unit is downAvoid overcommitting the Lord to replace its damage.
A disposable unit is downContinue the objective if the roster can function without it.
Multiple units are downStop pushing and stabilize. Reanimation cannot save a collapsed formation instantly.
Your Lord is exposedProtect the Lord first. Normal unit recovery does not matter if the mission fails.

Lord Choice and Campaign Rhythm

Necron Lords are not just hero units. They define what your retinue can do, which units you care about, and how safe side tasks are.

Mechanicus 2 Necron Lord retinue

The Necron retinue screen shows Lord stats, unit unlocks, the skill tree, and available or recovering units. This is where campaign planning starts.

Early Lord Rules

RuleWhy
Keep your main combat Lord availableYour strongest Lord is the center of your next mission plan.
Use backup Lords for side tasksA reward is not worth losing your best retinue for the next fight.
Match upgrades to the Lord’s actual retinueUpgrading units you are not deploying does not help the next mission.
Protect the Lord even when normal units can reanimateLord death can cause mission failure.
Do not split upgrades too earlyOne coherent Lord plan beats three half-built ones.

Early Lord Assignment Table

LordEarly role to considerSide task rule
NefershahCampaign anchor and early story presenceKeep available if the next mission depends on her current retinue or leadership tools.
OminekhDominion and sustain-centered planKeep available when you are trying to build around Dominion momentum or army recovery.
ObasisDefensive “Shield” style roleKeep available for holdout, attrition, or survival-heavy missions.
AmukahRetinue-dependent specialistSend only if your next mission does not need that retinue path.
Backup LordLowest current mission valueBest candidate for side tasks, recovery support, and non-critical assignments.

The best Lord to send away is not always the weakest Lord. It is the Lord whose absence hurts the next mission the least.

Unit Selection: Capacity Matters More Than Hype

Do not pick units only because they look powerful. Pick units that fit the mission, the Lord, and the recovery state of the retinue.

Mechanicus 2 Necron unit selection

Unit selection is where your Lord plan becomes a real roster. Capacity and recovery status matter as much as raw unit strength.

Early Unit Roles

Unit or roleEarly useWhat to watch
Necron WarriorsBasic line holders and early bodiesDo not expect them to solve every damage problem alone.
ImmortalsMore stable ranged pressureGood when you need reliable damage to build Dominion.
Flayed OnesAggressive melee pressureStronger when you can keep them from overextending.
ScarabsSpace control, screening, and nuisance pressureUseful for tempo, but do not mistake them for the whole plan.
DeathmarksHigh-value ranged pressureExcellent when the mission gives them clean firing lanes.
Triarch PraetoriansMobile pressure and strong fight controlPowerful, but do not overbuild around them before capacity and recovery are stable.
Cryptek / support roleUtility, recovery, or army support depending on the kit availableDo not ignore support units if your army is losing tempo between Reanimation, Dominion, and positioning.

Cryptek-style support is especially easy to undervalue if you only look for direct damage. Necron power often comes from keeping the battle plan intact long enough for Dominion and Reanimation to matter.

Stratagems and Vigilance Still Matter

Necrons are more forgiving than AdMech in some early fights, but mission bonuses still have a cost. Stratagems can improve your mission start, but they also raise Vigilance. If Vigilance reaches its maximum, additional enemies can appear.

Mechanicus 2 Necron Stratagem and Vigilance

Mission rewards are not free. If the bonus raises Vigilance into extra enemy pressure, it can cost more than it gives.

Which Mission Bonuses Are Worth Taking?

Bonus typeTake it when…Skip it when…
More deployment flexibilityThe mission looks long or awkward.Your current roster already handles the objective.
More Dominion or faster momentumYour Lord and retinue can use the higher level immediately.The fight is short or you are still learning the basics.
Extra reward currencyThe mission is safe enough to handle more risk.Your retinue is recovering or the Lord is exposed.
More aggressive startYou can convert it into early kills.It only makes you move faster into bad terrain.

Terrain, Cover, and Necron Movement

Necrons should not treat terrain only as something to walk around. Terrain is part of how you create damage and build Dominion.

AdMech wants cover to preserve firing lanes and protect fragile units. Necrons can pressure that plan by destroying or bypassing terrain, forcing enemies to move, and opening targets for follow-up attacks.

Terrain-to-Dominion Chain

Destroy or bypass cover → force enemy movement → create cleaner shots → deal more damage → build Dominion faster

That chain is why terrain matters to Necrons. You are not destroying cover for style. You are trying to create a board state where your army can keep dealing damage.

Terrain situationNecron response
Enemy is hiding behind coverDestroy or pressure the cover if it opens future shots.
Your melee unit can force movementUse it to disrupt the enemy’s safe position.
Your ranged units lack clean linesBreak the terrain problem before wasting low-value attacks.
You can build Dominion by attacking nowPrioritize the damage if the target is exposed.
Your Lord would be exposed by the pushDo not overextend. Lord safety beats terrain greed.

First Mission Habits

These are the actual action habits to use early.

StepAction
1Check which Lord is active and which retinue units are available.
2Pick a roster that can deal damage every turn, not only survive.
3Use durable units to take space before exposing the Lord.
4Break cover when it creates future damage opportunities.
5Sequence damage to push Dominion before using level-sensitive tools.
6Let normal units reanimate when safe, but do not let the Lord get surrounded.
7After the mission, send only non-essential Lords on side tasks.

Common Necron Mistakes

Mistake 1: Treating Dominion Like a Personal Buff

Dominion is not just “this unit gets stronger.” It is army-wide momentum. If a turn can push the whole party into a better state, that turn may be worth more than a single flashy action.

Mistake 2: Treating Reanimation as Free Healing

A reanimating unit is absent until it returns. If you lose too many units at once, the army can still collapse before Reanimation saves it.

Mistake 3: Forgetting the Lord Death Fail State

Normal units can recover. The Lord is different. If you expose the Lord because “Necrons come back anyway,” you can lose the mission outright.

Mistake 4: Sending the Main Lord Away

A side task reward can look good, but if it removes the Lord your next roster depends on, the reward is a trap.

Mistake 5: Ignoring Support Units

Damage units are exciting, but support units such as Cryptek-style utility can keep the army functional while Reanimation and Dominion do their work.

Mistake 6: Destroying Terrain Without a Follow-Up

Breaking cover is only valuable if it creates damage, movement pressure, or objective progress. Do not spend actions on terrain if the army cannot exploit the opening.

FAQ

Are Necrons easier than Adeptus Mechanicus?

Usually, yes. Necrons have a clearer early loop: deal damage, build Dominion, use Reanimation, and keep the Lord-retinue plan intact. AdMech has more early resource and positioning pressure.

Is Dominion a party-wide buff?

Dominion should be treated as army-wide momentum. As Dominion Level rises, it can unlock party-wide buffs and improve or unlock weapons, skills, and unit effects.

Can multiple Necron units reanimate at the same time?

Yes, plan as if multiple normal Necron units can be in Reanimation or recovery states at once. The danger is not that they are gone forever; the danger is that too many units are off the board at the same time, leaving your Lord exposed and slowing Dominion generation.

Which Necron units can reanimate?

Treat normal Necron combat units as Reanimation candidates when the UI shows a countdown or recovery state. Do not assume Lords follow the same rule; Lord death can fail the mission.

Should I start with the Necron campaign first?

Start with Necrons if you want the cleaner first campaign. Their plan is more direct than AdMech: pressure forward, build Dominion, recover losses, and use the Lord-retinue structure.

What are the best early Necron units?

There is no single best unit for every mission. Warriors and Immortals are stable early pieces, Deathmarks are strong when firing lanes exist, Praetorians can become powerful pressure tools, and Cryptek-style support can be important when recovery and tempo matter.

Should I take every mission bonus?

No. Take bonuses when the reward solves the mission or supports your campaign plan. Skip them if the Vigilance cost risks extra enemy pressure you do not need.

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