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Would love some feedback on this list. I've purchased the necron warrior phalanx boxed set, and was planning on supplementing it with tomb spyders. I'm a first time necron player, so any feedback from some vets would be great.
1 Necron Lord = 150
- Res. Orb
3x10 Necron Warriors = 540
1x5 Necron Destroyers = 250
2x5 Scarab Swarms = 160
- Disruption Fields
1x3 Tomb Spyders = 165
1 Monolith = 235
Edit: my friends play the following armies - White Scars, Tau, Imperial Guard, Sisters of Battle, Pedro Kantor Space Marines, and I'm betting someone will try taking my own Tyranids to me once I start playing with these Necrons. Pretty even spread I guess.
I was thinking that the Scarab Swarms and Tomb Spyders would move ahead of the army to soak up fire, while the necron warrior bulk slowly advanced. If necessary, I could stop up dangerous shooty units by turboboosting my scarabs in for a guaranteed 2nd turn assault. The destroyers would zip around the battelfield, eating up back armor on tanks or smacking down small elite squads through force of fire. Scarabs seem like the most efficient unit in the army with their speed and post turbo-boost 2+ cover save.
Hit me with some critique, and thanks ahead of time.
Last edited by bluegdec1; December 26th, 2008 at 21:22.
Hey welcome to Necrons, hope you enjoy them. Keep in mind though, Necrons are a difficult army to play at the moment. however when used correctly they are extremely tough.
Drop Disruption fields from your scarabs and the chronometron from your lord. Necrons have plenty of anti-armor with just gauss, you don't need to be spending the massive amount of points on the D-fields. Chronometrons are often not useful. In combat, warriors aren't likely to survive a sweeping advanced anyway.
This will give you an extra 50 pts to buy what a Competative Necron list needs most. Destroyers. Take two squads of three, and one squad of ten scarabs.
Tactically Necrons are a phalanx army, they are meant to cross-support one another. Don't spread your forces too thin, and don't send your resources out alone (i.e. destroyers or VOD lords). The only exceptions to this rule, are scarabs and tomb spyders, scarabs should be used in one of two ways. As counter-chargers, or as reaching assault units for enemy heavy weapons, they're great for tying up just about anything except heavy assault troops. Don't rely on them to win though, they have enough attacks to eat light infantry, but aren't super effective against heavy infantry.
If you want details on spyders and their uses, check out my tactica. And all the other indexes for Necrons give some great advice and knowledge. Don't be afraid to charge a lone TS into a SMurf squad, it's wonderfully effective most days.
Generally you should have scarabs and tomb spyders up front to block enemy assaulters, but keep them out of your firing lanes, and try to keep them close enough to cover yourslf from CC. Your main block should be warriors, monolith/ Lord in the rear center, destroyers on your flanks to provide heavy firing lanes. Just keep them covered so they don't get charged or bogged down having to shoot infantry, Destroyers are our strongest weapon.
Good luck bluegdec1 and welcome to LO btw .
Thanks for the comments. I kinda threw the chronometron on because I was stuck at 1490 and wasnt sure how to rearrange points. Are the disruption fields really worth dropping for the extra destroyer? I took them with the thought that they added a little bit more ability to shut down vehicles to the army. Anyone else out there on the virtues/disadvantages of D-Fields on scarabs?