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There is a local upcoming tournament and i was looking for criticism on a necron list. Note that the purpose of the Wraiths is to provide protection to the Lord.Thanks for any input and i apologize for any noob forum mistakes.
Lord(Resurrection Orb, Destroyer Body, War-scythe)=180pts
10 Warriors= 180pts
I'll be the first to point out that you will be phased very easily with this list.
I've tried a similar list but with only 1 mono and the night bringer which had this problem. In a of 1850 points I find it hard to justify the night bringer because you really need both the scoring units and necron numbers u can fit into his points.
if u drop the night bringer, wraiths and tomb spyder u can fit 2 more 10 man warrior squads, 3 destroyers and give ur lord a phase shifter. you'll find the lord wont need much protection with the 4+ inv save and 6 T.
Swap the nightbringer for the deciever, this will save you 60 points for someone who has virtually the same combat skills with more versitility.
Drop the wraiths, imo they just dont hold up in combat when compared to other CC units, and you should always take 2 groups of the same type of necron for WBB.
Also drop the tomb spyder, It honestly doesn't do anything of value anymore in larger games, low intiative means striking last and as a necron player you should be on the defensive with your warriors so the tomb spyder wont see CC against anything but specialised units if you want him to fulfill the supporting roll, and these will squash him. Just keep 2 units within 6 for WBB synergy and his job is made redundant.
Finally drop the res orb on the lord, he can't be instant killed and won't be around many fellow necrons if you plan him for a CC role (which it looks like from the setup and 3 wraiths)
This will give you 280 points spare.
100 points can be spent on increasing the destroyer squads to 4 each.
Spend 55 points on giving your destroyer lord the warger listed below, this will give him the ability to shield a low destroyer squad or warrior squad with nightfighting rules if desperate, disruption abilities in the form of leadership tests with 12 inches of him every one of your turns (good for slowing the advance of non fearless CC units, and even against high LD armies some are bound to fail witht he amount you can pull off per game, the deciever can also do this for one squad at a 24" range remember. The phylactery means he can get back up with multiple wounds if he does go down, if you fail just port him through the monolith. Remember not to pit him against power weapons though unless absolutely neccesary, the deciever can fulfill that role better than he can.
I would also advise some scarabs for him as protection, taking the wounds on the scarabs will make him nigh invulnerable if you want to nightmare shroud the enemy, 7 is a just fine, plenty of wounds and a 2+ save when turbo boosting, i had a friend use 30 sternguard against this unit and they still did not take the lord out, even with their cover preventing rounds thanks to solar pulse, (this was back when i was unaware they had rounds that ignore cover ofc).
You've got 41 points to spare now, may as well get 2 more warriors.
Deciever: 300 points
Lord: Des body, warscythe, solar pulse, phylactery, Nightmare shroud : 205 points
12 warr: 396
10 warr: 360
4 destroyers: 200
4 destroyers: 200
7 scarabs: 84
31 necrons, this brings you just under 32, making your phase out 7.
Keep your necron warriors in reserve, and march them on from the board edge, this will make it harder for your opponent to phase you out.
With monoliths being the only reliable anti MEQ and having the ability to increase your WBB roll efficiency (thus helping against PO) it makes sense to have 2, plus with 3 big tough objects (deciever and 2 monoliths) your opponent won't know what to aim his heavy weapons at. Remember that a lascannon fired at BS 4 has only a 3.8% chance of destroying an untouched monolith.
The monoliths also provide mobile cover that you can use to hide your troops from weapons that will prevent armour saves, this includes power weapons as you can teleport your warriors away from dangerous CC troops due to the monolith being larger the 6 inches in diameter.
They are also decent contesters despite theyre slow movement as when played offensively you can easily get them to one of your opponents objectives, AND they can tank shock! Many many players forget this as nobody does it with monoliths but if it moves units away from an objective that they are surrounding in a way your destroyers can't contest it, it just makes sense to do it. Not to mention its very hard to remove ARA 14 living metal from an objective.
In the last turns if you have any warriors that are not in range of an objective you can also port them through the monolith to one so that they are (y).
You can also use the deciever to hide behind cover a few inches infront of your objective so that the opponent has to go through him to get to it, ensuring that he will get into close combat. Alternatively you can advance him up behind monoliths, remember that he can go through scenery as if it were not there also, and ignores invulnerable saves for just about the only anti TEQ the necrons can get.
To the previous post, i would strongly advise against warrior spam, they die too easily in CC without support and get run down due to low initiative, no WBB for them. Plus a large number of warriors is not as good a defense against phase out as many are lead to believe, by keeping PO below 10 you can hide one squad and not be phased out, this is just great for reserves, hiding behind cover and jumping across the board in portals. Also you don't need that many scoring units if you can hold the objective, theres no point having 4 scoring units when only 2 are on your side of the board, take your two, contest your opponents.