Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Right, this is a patrol game mini-tourny that I'm battling in about 10 days from now, there's my 'crons, imps, marines, eldar and dark eldar. We all have two separate army lists that we're alternating between, here are mine:
11 Necron Warriors
1 Tomb Spyder
10 Necron Warriors
1 Heavy Destroyer
Now I am well aware that Necrons aren't the best army for Patrol games, so if there are any seasoned patrol players out there (I'm really not, last match I played was 10,000 points a side) or anyone who just thinks they could help, I sure like to know any strategies I should emply/ammendments to the army lists I should make.
Well I've only done one patrol game, but after getting feedback we deduced my 3 destroyers were just INSANELY powerful
I forget what my list was, but the 3 destroyers turned out to be the BEST investment all game...9 S6 shots with most of the stuff in a 400pt game will die horrible deaths!
Of course don't forget your warriors, but mainly I had to stay completely out of CC with no monolith or veil to escape that was my only concern. I played Eldar and he had a Wraithlord that turned out to be rather annoying...but that was all. I wouldn't do Heavy D's at that level, you're hopefull not seeing a land raider...and either way your normal squads can hurt it enough...save teh 65 points.
So something like your 2nd list, but something to eat up 70 points...maybe a tomb spyder for counter assault if locked in CC and another warrior, not sure...I just know the 36" range on those destroyers was devastating!
Last edited by Dark Trainer; August 13th, 2008 at 21:38.
"There is only do, or do not. There is no try." - Yoda
The list I have never lost with at this level is just the second list but with an extra ordinary Destroyer rather than a heavy one. If you think the fire power you had before was cruel, 4 makes people just give up.
If you'd rather get something to help avoid combat, 5 scarabs will hold up most things for a while at this points lvl.
Are you saying you have to use both lists? If so, pariahs are terrible, and you would probably do better with some immortals.
I suppose you have a point about the heavy, there's not much i can really do with it that'll be particularly useful in this instance. Scarabs I simply can't use, patrol rules say noting with 3 wounds or more. I can make them with the Tomb Spyder at no extra cost though.
The second list has now been ammended to include a fourth Destroyer and an extra Necron Warrior. The first one stands as is. I don't have any immortals and Pariahs are very good units if you use them right. Keeping them behind or at least near the warriors will help them immensly when the get in close i think, but I'm only employing that list when I think CC is a likely outcome. My biggest worry is the Space Marines user who will undoubtedly trot out every heavy weapon he can muster within the 400pts limit. Depending on how big the area is that's a rather scary thought especially with no regeneration orb to save me.
Patrol rules state no characters with more than 2 wounds, you can take Scarabs.
It says in the most recent version of the rules that 'no model' can have more than 2 wounds, trust me I double a triple checked this, plus like I said, thanks to a fabulous loophole I can get them at no extra cost via mr. Tomb Spyder
Right, well that info was very helpful thanks, the time is looming now so if anybody has any strategies I could employ (along with the ones I've been working on myself) that would be greatly appreciated.