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I am just starting to play the game of warhammer 40k and i need some help with my necron list. i dont really know what im doing but a friend of mine who played space marines told me about some of the things necron have. i found out the hard way that i should always stay out of close combat. the list im playing with at the moment is as such. (the flayed ones were kind of a quick buy that i didn't think too much about as a way to deal with assaults, so best way to use those would be appreciated and i bought the heavies from a friend who stopped playing necrons)
1 Lord w/... 100 points...
2 Heavy Destroyers
2 Heavy Destroyers
10 Flayed ones
1487 including the lord points
I also have scarabs but... i have learned that they die fast... really fast and 16 more warriors. the heavies i kept able to switch back and forth between regular and heavy
man if they get in close cobat with u your basically DEAD
yea... thats the biggest problem i have
Welcome to LO wtfBOOM! And to the Necron forum.
In the future please post army lists, and army list questions in the army list subforum at the top of the page.
Your list has some interesting elements but there should be no reason you couldn't make it work.
As for your poll, both armies are so variable in their builds that it is VERY hard to say. However most days of the week I'd vote Tyranids, genestealers absolutely eat necrons in CC, and are fast enough to get there early, combined with the hitting power of the MCs our there it's bad news for us crons. All of these units will be in most tyranid lists.
On the Other hand if the SMurfs bring terminators, they become a fast headache as well. Or most of their veteran/command squads totting power weapons.
For general use, it's common 'round here to suggest getting 3 squads of warriors (10-12 per squad).
Do you have a standard foot lord or a destroyer lord? for a foot lord I'd say take a res orb, and gaze of flame for anti-charge protection. Destroyer lord take Res orb, and warscythe, maybe add a phaze shifter as well.
Flayed ones don't always do so hot as counter-charge soldiers because they don't pack any more punch than S4 attacks in CC. A unit with one power weapon could potentially bring them to their knees. Instead, infiltrate them in two squads of 5, and use them to tie up your opponent's shooting units that they keep way back. Alternatively use them as an escort for your necron lord, this should give you the extra power-weapon oomph you need to win, you could even give the lord a warscythe if you like.
Your heavy destroyer bracket is a strong call in this list, you're lucky to have 4 right off the bat, it gives you enough to make them worthwhile. Just keep them out of CC, and the units within 6" (cross-support WBB rolls) and they'll take out tanks and big nasties all day.
So I'd say drop 6 flayed ones, use the remaining 4 as an escort for your lord (Gof + RO on the lord)
add in the 6 warriors you get points for to have 30 total (3x10) and otherwise keep your list roughly the same, since you're not using full-points on the lord you could afford two extra Flayed Ones.
i do have a destro lord but its no real problem to get a foot. thanks alot! yea i've noticed that alot of people tend to want to go with destroyers instead of heavies just because of shots per turn and the gauss rule, but its good to know that i can use em thx.
btww, where is that thread post area u were talking about?
so the new list would look somthing like this
1 lord w/ resorb, and GoF
2x2 heavy destroyers
6 flayed ones
Flayed ones and lord spear head attack while destroyers and heavies clear bigger more annoying things
Not too shabby. The thing to remember about the Necrons is keeping everything together. If you read the rules on WBB and some of the Monolith's abilities, you can see how this "herd" mentality would be encouraged.
Don't get me wrong -- packing them TOO close together makes them template bait, and the occasional long-range unit like flayed ones (only if you are going after stationary long-range units) is ok, but by and large never, never, NEVER forget that Necrons are at their best when supporting each other. Concentrate your fire. Strength in numbers.
Also, don't "lone wolf" them if you can help it. Use the destroyers and heavy destroyers to cover your advance, not to run off and hunt for targets by themselves. It may be tempting to go after that character, but don't do it unless you can bring most, if not all of your army with you. A fragmented Necron army is a dead Necron army.
Also, while others swear by it, I recommend AGAINST deep-striking the Monolith. Use it to deter charging cc units. Also, use the particle whip to take out vehicles or hordes. I knocked out nearly two full squads of Plague Marines with it once. Still lost the game, but man, that was fun!
This thread belongs in the army list section.
*thread punted with love and care*
Spambot kill tally. . .337
I can spot a common mistake made by alot of people with your list. You've taken flayed ones in a shooty style list. Necrons are proven to work best in unison, the whole army like a single squad. Flayed ones, if doing their job properly, wont be part of that squad. They will be isolated, and therefore killed. Swap out the flayed ones for 10 warriors, this way your dont loose out on your phase out.
If that were my list i would also drop the 'lith and get 10 immortals. Ofcourse, this would mean you would have to drop some of the lords wargear points, but all he realy needs is a res orb anyway.
Heres my fav tactic: (I=immortal, W=warrior, L=lord)
WWWWW I I I I I WWWWW
WWWWW I I I I I WWWWWHere you have a strong fire base that can wipe out squads at a time, keep the lord at the center so they are all res orb covered. The squad at the back is ready to duck onto the front line when one of the other squads gets wiped out, but if your paranoid about your immortals falling back onto them and getting wiped out it is perfectly acceptable to put them somewhere else. Make sure they're res orbed though!
Just remember to keep your destroyers close to the main body of your army at all times. This may seem contradictory to their high speed, but it durasticly increases their survivability. Destroyers should only realy race out solo if theyve got a pinpoint on an isolated enemy squad. INCREADABLY ISOLATED. Also, it helps to keep your destroyers together, heavy and normal alike. This helps with your WBB rolls, and if your opponent is slightly dim-whitted, you might be able to persuade them that normal destroyers can piggyback their WBB rolls off of heavies (dont tell anyone i said that)