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Hey guys, I was wondering what you thought of my 1000 point army.
I'lle mainly be playing Orks, Marines and Imperial Guard as they are what my friends, cousins and people at my store play.
Heres the list
HQ: Necron Lord w/ Res Orb
Troopers: 30 Necrons Warriors
Fast Attack: 10 Scarab Swarms
Fast Attack: 3 Destroyers
Basically I'lle have 2 big units of Warriors with a Lord in the middle resurrecting them then have the 10 Swarms harrasing the enemy, while the 30 warriors shoot the enemy troops to dead, then I'lle have the 3 big Destroyers to fly up the flank tacking well armoured foes such as Warbosses, Chaplains, Imperial Guard Senitels that kind of stuff.
Good basic composition, just a few tweaks.
Instead of two squads of fifteen warriors try three squads of ten, it'll give you more flexibility and more protection from our greatest weakness (sweeping advance).
You can stand to drop a large chunk of that scarab squad 1k you genrally only need five or six scarabs. If you drop it down to 5 you can afford a fourth destroyer, which you will want for the extra firepower.
Actually I looked over your points, you ran yourself 50 short. I'd add another destroyer, and a tomb spyder, (use 5 scarabs) so a list looking as such.
HQ: Lord- res orb
TRP: Warriors 3x10
FA: Scarabs x5
FA: Destroyers x4
HS: Tomb spyder.
Spyder will give you far more stopping power against charges from the orks/marines. While the scarabs can either block for the destroyers, or run in and tie up shooty squads.
Remember to counter charge with your scarabs/spyders, those extra attacks, and taking away your enemy's extra attacks can REALLY help you win a combat.
Lord is always a great escort but keep him in a squad so you don't catch a few stray lascannons or something. and the lord usually can't stand up to enemy commanders that are made for CC.
Warrors, are a just solid troop, they can't stand up to dedicated assault troops but hey, they shoot good. Also take shooting hits really well (especially with a res orb).
Scarabs are great harassment units, fast, pile of wounds, pile of attacks. Good for throwing at a unit you want to sit still and not blast you with missiles or something for a few rounds. Or alternatively keeping sharp choppy units away for a short time to reposition for shooting.
Destroyers, something you should keep in mind is they have high strength but their AP doesn't cut it against heavy infantry. However with weight of fire they can take down nearlly anything in the game and their range is lovely. NEVER let them get charged, it's a waste of a beautiful, flying gun.
Tomb spyder I add in because, it adds CC potential that few units in the codex can match, and a whole new sort of survivability. They are extensively useful in 5ed.
EDIT: sorry if I seem really chatty haven't had a good list to jabber at in a while.
Total props to Alzer here with very solid advice. *rep* Essentially, I would second all of his advice. Know that at 1000 points it'll be tricky to get some big hitting units like the Monolith and a squad of Immortals in there, but what you have seems very close to what I'd play at 1K.
If you end up playing against IG, you might want to think about a small group of Immortals to help bust the walkers or hopefully catch some tanks up the back-side. Though, that comes down to your style of play. The Tomb Spider and Res Orb will really save you if a squad gets wiped out from some major fire, where the Immortals might stop some of that fire before it comes down. I think it's really a case of playing more offensivly or defensivly, whichever your preference may be. Perhaps taking two squads of 12 warriors to free up some points so you can add some Immortals? Just a thought.
Hope it helps, and again, great advice from Alzer!