Necrons are a really different race from the others in DC/WA/DoW. They only use power first off all, so requisition doesn't exist for the race. You still need to capture points, however, because once you capture points and cap them, you increase your vehicle/infantry cap and your build time/reinforce time/research time. So they are very important.
Below are my impressions of units and abilities.
INFANTRY
===========
Scarabs
These are your builder units and your capper units. They start with 1 at 210 health and can reinforce up to 3. They are kind of like combined Servitor and Grots in that respect. They have no weapondry at all. They are 0 cost to build.
Necron Warrior
This is your basic infantry that has roughly equal CC and ranged attack. It is an unbelievably slow unit, just like almost everything Necron has. They are also free to build, but take 3 infantry cap (you start with 8 and max at 20). They are NOT free to reinforce, so be careful. When they die they have a chance of resurrecting themselves. Even if they don't, their corpses remain on the battlefield and can be resurrected and/or reclaimed later. *See below. They have 2 upgrades later at the Summoning Core. It upgrades their health/dmg, though the tool tip says it upgrades ranged more. I found after both upgrades, 2 squads of NW could stand in front of an Ork HQ + 2 banners and LP2 and take them all out while only losing a few men. After the summoning core is built, NW can also teleport to any building, including your Obelisks (LP's). This helps your mobility a lot, especially considering the Necron have no transports.
NW are a spiffy unit, but high cap. And enemies like Tau or upgraded Marines will easily outshoot them. So while it might be tempting to just mass them, their extreme slowness and 1 dimensional use makes them hard to rely on solely.
Wraith
2 infantry cap.
This is a fast attack infantry flyer. Kind of like a combination of an SM Scout and Raptor. There is only one in a squad. It has 600 health and I have to guess the armor is infantry_high because it dies rather quickly. That said, it does really huge CC dmg to infantry. Though it will lose badly to LP2's. It can phase out and become invulnerable for (I'd guess) 10 seconds, during which point it can't be hurt. But stuff will still target it. It can decap points (including critical) but can't cap, much like a Sentinel. You can upgrade them at the Summoning Core to give them around 1050 health and greater speed. They can also spot cloaked units. When dead their corpses also remain for resurrection.
This is an important unit in automatch as your only other capper/decapper is scarabs, which are incredibly weak and not very fast.
Immortals
3 infantry cap
Fire Dragons with greater range. Much greater. Though I'd guess they do less building dmg and somewhat less vehicle dmg per unit than FD. Fairly resilient in CC combat. They have a chance to resurrect themselves just like NW. When dead their corpses also remain for resurrection.
Flayed Ones
3 infantry cap
Kind of a really slow PSM. They can, however, deepstrike. When built at your monolith they will remain in the structure, ready to be deployed anywhere you can see (and there's room). It's best to deploy them next to your monolith, reinforce them to 8, and stuff them back inside so they can deepstrike at full strength. No ranged attack at all, very powerful CC attack. They have an ability to break enemy morale just by being around. So deepstriking one or more into enemy ranks and their whole army breaks. When dead their corpses also remain for resurrection. They can also teleport to friendly buildings. The monolith is best, so then you can stuff them back in for deep strike.
Pariahs
Limit 1
4 infantry cap
The T3 infantry of Necrons. I assume heavy_high armor. No morale. Hard to kill, very heavy dmg. It says in the handbook that their CC attack reduces maximum health and movement speed (like Chaos Lord poison, I'd assume). Sorry, I didn't see if they remain for resurrection after death.
VEHICLES
==========
All your vehicles are much faster than your infantry (other than Wraiths) so that's at least a good thing. Though they are relatively low health and dmg by comparison to a reinforced infantry squad. It therefore strikes me that vehicles are primarily there to support infantry and to provide SOME quick movement. No vehicles can be resurrected.
Tomb Spide
Basically a walker
Limit 3
Has relatively low health, but does huge CC dmg. If you upgrade it to a pulse gun, it does more AI ranged dmg at a cost of reduced CC dmg. Also has the ability to launch scarabs, which take vehicle cap. This reduces the health of the Tomb Spider. The TS can also collect bodies that are sitting around the battlefield and make NW/Immortals/Flayed Ones. Not sure if you can rise above your pop cap doing this.
I don't particularly like the TS. It doesn't have a lot of health and seems to die fast. But it's good in CC against buildings and breaking morale. The body collection I almost never use.
TS is a weird vehicle in that it is built from "junk" around your main monolith. I.e., the corpses of 3 TS exist as soon as you start the game. If you ever have TS in the game, wherever they died is where they will be rebuilt no matter from which monolith you try and purchase them. This can be good and bad. If they died around a lot of enemies/turrets, that's where they will respawn.
Attack Scarabs
Not really a separate vehicle, these are launched from the Tomb Spider. They can reinforce up to 13 and do CC only dmg. Word that they could only be harmed by explosions is untrue. Any ranged can and will hurt them. Not so amazing, IMHO.
Destroyer
3 vehicle cap
2000 health
This is your basic small flying tank. Very small footprint. Ranged AI. It can also do CC, but I assume not nearly as well, so watch for it to get tied up. It's at least fast, which is saying a lot.
Heavy Destroyer
3 vehicle cap
3000 health
A tougher flying tank. Primarily ranged AV/AB. Same small footprint as all Destroyers. Can also do CC.
COMMANDERS
=============
Lord Destroyer
Limit 2
Looks pretty much like any Destroyer except with less health. Has 2 abilities of note: it can drop a freeze area effect attack and anything hit is essentially immune from attack, can't move, can't attack. This can also hit your own guys, so be careful! Can also possess enemy vehicles. It takes a long time to activate, but any vehicle (other than baneblade, land raider, tomb scarab, and probably any other unique vehicle) can be possessed. It then becomes yours. Once the enemy vehicle is killed, the LD reappears.
I've possessed enemy fire prisms and leman russes and in that regards, it's pretty spiffy. But not an incredible unit due to his generally low durability.
Necron Lord
Very cheap commander, 2 teleports, very strong CC, strong ranged. He's an excellent harrassment hero. He spawns at some random point near your monolith and when he is killed, that becomes the spot he respawns at no matter which monolith he is later purchased at, so be ready to teleport if you died in enemy territory. He has numerous abilities I'll try and go over briefly. They are purchased at the Forbidden Archive and upgrade your hero instantly (hurrah!). You can only get 3 upgrades and not all are available at the creation of the Forbidden Archive.
-Chronometron: Your forces attack normal speed as everyone else is slowed down. I tried using it numerous times and didn't see a dramatic effect, but I'll have to see what the .luas say later.
-Lightning Field: A damage shield for those who attack him in CC. When he himself CC's enough, it recharges an ability so that he can brings down an AE field on himself. This can hurt your own troops as well. Not my type of power, but if combined with Phylactery, can make your lord hard to fight.
-Solar Pulse: Exposes infiltrated enemy and blinds those nearby, thus making them unable to use ranged for a while. I gotta tell you, all the cloaked units are a real bitch, but I've personally never used this.
-Phase Shifter: Phases out the lord and nearby troops kind of like the wraith. Meh. You're generally too slow to escape or if you could, you'd teleport back, already.
-Phylactery: Reduces ranged dmg against the lord and increases his heal rate. I consider it almost mandatory.
-Resurrection Orb: Increases the chances of resurrection for nearby units that can rez. Also, and most awesomely, can rez infantry units who have died and not rezzed. YOU CAN HAVE MORE THAN YOUR MAX CAP DOING THIS! In fact, significantly more. I fought in a bottleneck on a few maps and had tons and tons of casualties in the same area. Teleport in, hit the orb and I just increased my cap by 7. Rezzed units start with lower health and generally low unit numbers. So get them overwatched. Incredibly powerful ability.
-Veil of Darkness: Cloaks lord and nearby units if lord isn't too hurt. Sometimes it's great, sometimes it's soso. Really depends.
-Nightmare Shroud: AE instant morale break AND forces enemy infantry to flee. Another incredibly powerful ability. Teleport in, hit this, and you've just temporarily taken out a huge chunk of men. The fact that they run doesn't help, though, since they are almost always going to be faster than your troops.
In addition to the above the lord can get:
-Essense of Nightbringer: researched at the power core for 700 power. Allows the Lord to turn into a Bloodthirster-like hovering ultimate who cannot be hurt at all. Any dmg he does also heals the Lord for when it wears off.
BUILDINGS
===========
Monolith-Where everything is built and your teching takes place, mostly. After you get Summoning Core, Greater Summoning Core, Energy Core, a relic, and upgrade your Monolith, it can become mobile. How tough is it? It's a Baneblade. Except 1/10th the speed and with some teleports. It's huge AE attacks can be pretty disruptive, including to you. Costs 1000 to get the final upgrade and has 10K health. But if you had to choose between Nightbringer and Monolith, I'd take Nightbringer.
It is valuable to have multiple monoliths simply because every unit, whether vehicle or infantry, is built here and the queue can get backed-up. It does you no good to have 4000 power and limited troops.
Plasma Generators-Spam em. They start out mega cheap and increase in cost as you build more. Since power is your only resource, keep building and building. The global upgrades are pretty pricey (400 for +, then 700 for ++).
Thermo Gen-Get 'em when you can. There is no race that uses power like Necrons. Not even IG.
Obelisk-The Necron LP. Placing one will change your build percentage from 1% to 20%. And thereafter add 20% all the way up to 100%. So if you have 5 Obelisks, I GUESS, that you double your build/research time.
Obelisks are junk. The LP1 version does nothing. The LP2 version can fire an AE attack (manually fired) that has short range and a long recharge. But it will insta-kill shootas without upgrades. It has a big knockback. The LP3 is fairly potent against everything.
Summoning Core-Necessary for Wraiths and upgrading Monolith. Also has upgrades for Necron Warriors and Wraiths.
Greater Summoning Core-Lets you get vehicles and upgrade Monolith.
Forbidden Archive-Let's you get research for Necron Lord. Higher level abilities are opened later.
Energy Core-Allows final upgrade of Monolith (with Relic) and allows research of Nightbringer.
Gaus Turret-Considering that Necrons have no decent LP's until late game and its units are generally very slow, Gaus turrets are very handy to have. They are fairly cheap to build, though you are limited in number. Upgraded, it is effective against everything.
Whew! So Necrons can be pretty sneaky. From possessing enemy vehicles, deepstriking fear units, phasing out of existence, teleporting armies, mass resurrection, they got a big bag of tricks to rely on.
It's primary weakness I consider to be lack of mobility. They are really really SLOW. IG and Tau can be especially difficult. Eldar can also be a pain because they are so goddamn fast.
Ugh, I'm tired from writing. But feel free to add more or make corrections to anything I screwed up.
============================
So habs mal editiert für bessere lesbarkeit
Below are my impressions of units and abilities.
INFANTRY
===========
Scarabs
These are your builder units and your capper units. They start with 1 at 210 health and can reinforce up to 3. They are kind of like combined Servitor and Grots in that respect. They have no weapondry at all. They are 0 cost to build.
Necron Warrior
This is your basic infantry that has roughly equal CC and ranged attack. It is an unbelievably slow unit, just like almost everything Necron has. They are also free to build, but take 3 infantry cap (you start with 8 and max at 20). They are NOT free to reinforce, so be careful. When they die they have a chance of resurrecting themselves. Even if they don't, their corpses remain on the battlefield and can be resurrected and/or reclaimed later. *See below. They have 2 upgrades later at the Summoning Core. It upgrades their health/dmg, though the tool tip says it upgrades ranged more. I found after both upgrades, 2 squads of NW could stand in front of an Ork HQ + 2 banners and LP2 and take them all out while only losing a few men. After the summoning core is built, NW can also teleport to any building, including your Obelisks (LP's). This helps your mobility a lot, especially considering the Necron have no transports.
NW are a spiffy unit, but high cap. And enemies like Tau or upgraded Marines will easily outshoot them. So while it might be tempting to just mass them, their extreme slowness and 1 dimensional use makes them hard to rely on solely.
Wraith
2 infantry cap.
This is a fast attack infantry flyer. Kind of like a combination of an SM Scout and Raptor. There is only one in a squad. It has 600 health and I have to guess the armor is infantry_high because it dies rather quickly. That said, it does really huge CC dmg to infantry. Though it will lose badly to LP2's. It can phase out and become invulnerable for (I'd guess) 10 seconds, during which point it can't be hurt. But stuff will still target it. It can decap points (including critical) but can't cap, much like a Sentinel. You can upgrade them at the Summoning Core to give them around 1050 health and greater speed. They can also spot cloaked units. When dead their corpses also remain for resurrection.
This is an important unit in automatch as your only other capper/decapper is scarabs, which are incredibly weak and not very fast.
Immortals
3 infantry cap
Fire Dragons with greater range. Much greater. Though I'd guess they do less building dmg and somewhat less vehicle dmg per unit than FD. Fairly resilient in CC combat. They have a chance to resurrect themselves just like NW. When dead their corpses also remain for resurrection.
Flayed Ones
3 infantry cap
Kind of a really slow PSM. They can, however, deepstrike. When built at your monolith they will remain in the structure, ready to be deployed anywhere you can see (and there's room). It's best to deploy them next to your monolith, reinforce them to 8, and stuff them back inside so they can deepstrike at full strength. No ranged attack at all, very powerful CC attack. They have an ability to break enemy morale just by being around. So deepstriking one or more into enemy ranks and their whole army breaks. When dead their corpses also remain for resurrection. They can also teleport to friendly buildings. The monolith is best, so then you can stuff them back in for deep strike.
Pariahs
Limit 1
4 infantry cap
The T3 infantry of Necrons. I assume heavy_high armor. No morale. Hard to kill, very heavy dmg. It says in the handbook that their CC attack reduces maximum health and movement speed (like Chaos Lord poison, I'd assume). Sorry, I didn't see if they remain for resurrection after death.
VEHICLES
==========
All your vehicles are much faster than your infantry (other than Wraiths) so that's at least a good thing. Though they are relatively low health and dmg by comparison to a reinforced infantry squad. It therefore strikes me that vehicles are primarily there to support infantry and to provide SOME quick movement. No vehicles can be resurrected.
Tomb Spide
Basically a walker
Limit 3
Has relatively low health, but does huge CC dmg. If you upgrade it to a pulse gun, it does more AI ranged dmg at a cost of reduced CC dmg. Also has the ability to launch scarabs, which take vehicle cap. This reduces the health of the Tomb Spider. The TS can also collect bodies that are sitting around the battlefield and make NW/Immortals/Flayed Ones. Not sure if you can rise above your pop cap doing this.
I don't particularly like the TS. It doesn't have a lot of health and seems to die fast. But it's good in CC against buildings and breaking morale. The body collection I almost never use.
TS is a weird vehicle in that it is built from "junk" around your main monolith. I.e., the corpses of 3 TS exist as soon as you start the game. If you ever have TS in the game, wherever they died is where they will be rebuilt no matter from which monolith you try and purchase them. This can be good and bad. If they died around a lot of enemies/turrets, that's where they will respawn.
Attack Scarabs
Not really a separate vehicle, these are launched from the Tomb Spider. They can reinforce up to 13 and do CC only dmg. Word that they could only be harmed by explosions is untrue. Any ranged can and will hurt them. Not so amazing, IMHO.
Destroyer
3 vehicle cap
2000 health
This is your basic small flying tank. Very small footprint. Ranged AI. It can also do CC, but I assume not nearly as well, so watch for it to get tied up. It's at least fast, which is saying a lot.
Heavy Destroyer
3 vehicle cap
3000 health
A tougher flying tank. Primarily ranged AV/AB. Same small footprint as all Destroyers. Can also do CC.
COMMANDERS
=============
Lord Destroyer
Limit 2
Looks pretty much like any Destroyer except with less health. Has 2 abilities of note: it can drop a freeze area effect attack and anything hit is essentially immune from attack, can't move, can't attack. This can also hit your own guys, so be careful! Can also possess enemy vehicles. It takes a long time to activate, but any vehicle (other than baneblade, land raider, tomb scarab, and probably any other unique vehicle) can be possessed. It then becomes yours. Once the enemy vehicle is killed, the LD reappears.
I've possessed enemy fire prisms and leman russes and in that regards, it's pretty spiffy. But not an incredible unit due to his generally low durability.
Necron Lord
Very cheap commander, 2 teleports, very strong CC, strong ranged. He's an excellent harrassment hero. He spawns at some random point near your monolith and when he is killed, that becomes the spot he respawns at no matter which monolith he is later purchased at, so be ready to teleport if you died in enemy territory. He has numerous abilities I'll try and go over briefly. They are purchased at the Forbidden Archive and upgrade your hero instantly (hurrah!). You can only get 3 upgrades and not all are available at the creation of the Forbidden Archive.
-Chronometron: Your forces attack normal speed as everyone else is slowed down. I tried using it numerous times and didn't see a dramatic effect, but I'll have to see what the .luas say later.
-Lightning Field: A damage shield for those who attack him in CC. When he himself CC's enough, it recharges an ability so that he can brings down an AE field on himself. This can hurt your own troops as well. Not my type of power, but if combined with Phylactery, can make your lord hard to fight.
-Solar Pulse: Exposes infiltrated enemy and blinds those nearby, thus making them unable to use ranged for a while. I gotta tell you, all the cloaked units are a real bitch, but I've personally never used this.
-Phase Shifter: Phases out the lord and nearby troops kind of like the wraith. Meh. You're generally too slow to escape or if you could, you'd teleport back, already.
-Phylactery: Reduces ranged dmg against the lord and increases his heal rate. I consider it almost mandatory.
-Resurrection Orb: Increases the chances of resurrection for nearby units that can rez. Also, and most awesomely, can rez infantry units who have died and not rezzed. YOU CAN HAVE MORE THAN YOUR MAX CAP DOING THIS! In fact, significantly more. I fought in a bottleneck on a few maps and had tons and tons of casualties in the same area. Teleport in, hit the orb and I just increased my cap by 7. Rezzed units start with lower health and generally low unit numbers. So get them overwatched. Incredibly powerful ability.
-Veil of Darkness: Cloaks lord and nearby units if lord isn't too hurt. Sometimes it's great, sometimes it's soso. Really depends.
-Nightmare Shroud: AE instant morale break AND forces enemy infantry to flee. Another incredibly powerful ability. Teleport in, hit this, and you've just temporarily taken out a huge chunk of men. The fact that they run doesn't help, though, since they are almost always going to be faster than your troops.
In addition to the above the lord can get:
-Essense of Nightbringer: researched at the power core for 700 power. Allows the Lord to turn into a Bloodthirster-like hovering ultimate who cannot be hurt at all. Any dmg he does also heals the Lord for when it wears off.
BUILDINGS
===========
Monolith-Where everything is built and your teching takes place, mostly. After you get Summoning Core, Greater Summoning Core, Energy Core, a relic, and upgrade your Monolith, it can become mobile. How tough is it? It's a Baneblade. Except 1/10th the speed and with some teleports. It's huge AE attacks can be pretty disruptive, including to you. Costs 1000 to get the final upgrade and has 10K health. But if you had to choose between Nightbringer and Monolith, I'd take Nightbringer.
It is valuable to have multiple monoliths simply because every unit, whether vehicle or infantry, is built here and the queue can get backed-up. It does you no good to have 4000 power and limited troops.
Plasma Generators-Spam em. They start out mega cheap and increase in cost as you build more. Since power is your only resource, keep building and building. The global upgrades are pretty pricey (400 for +, then 700 for ++).
Thermo Gen-Get 'em when you can. There is no race that uses power like Necrons. Not even IG.
Obelisk-The Necron LP. Placing one will change your build percentage from 1% to 20%. And thereafter add 20% all the way up to 100%. So if you have 5 Obelisks, I GUESS, that you double your build/research time.
Obelisks are junk. The LP1 version does nothing. The LP2 version can fire an AE attack (manually fired) that has short range and a long recharge. But it will insta-kill shootas without upgrades. It has a big knockback. The LP3 is fairly potent against everything.
Summoning Core-Necessary for Wraiths and upgrading Monolith. Also has upgrades for Necron Warriors and Wraiths.
Greater Summoning Core-Lets you get vehicles and upgrade Monolith.
Forbidden Archive-Let's you get research for Necron Lord. Higher level abilities are opened later.
Energy Core-Allows final upgrade of Monolith (with Relic) and allows research of Nightbringer.
Gaus Turret-Considering that Necrons have no decent LP's until late game and its units are generally very slow, Gaus turrets are very handy to have. They are fairly cheap to build, though you are limited in number. Upgraded, it is effective against everything.
Whew! So Necrons can be pretty sneaky. From possessing enemy vehicles, deepstriking fear units, phasing out of existence, teleporting armies, mass resurrection, they got a big bag of tricks to rely on.
It's primary weakness I consider to be lack of mobility. They are really really SLOW. IG and Tau can be especially difficult. Eldar can also be a pain because they are so goddamn fast.
Ugh, I'm tired from writing. But feel free to add more or make corrections to anything I screwed up.
============================
So habs mal editiert für bessere lesbarkeit