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Okay, so this is my first attempt at a 1500 point necron army list. I usually go up aganist Dark Eldar, Tyranids, Chaos, Orks, and Grey Knights. Well.... here we go.
Gaze of Flame
= 210 points
= 168 points
= 216 points
= 96 points
= 200 points
= 200 points
Necron Heavy Destroyers
3 Heavy Destroyers
= 195 points
Total= 1501 points
Phase Out: 11
How's this for a first attempt? I relize I'am one point over but I can probably just take out a scarab or something if my opponent is fussy. Im just wondering though would if be smart to put my lord on a destroyer body? With it he could join the one of my destroyer squads. But then again my warriors would have no orb to resurrect them. Any way, without further addo, start the critisism!
Sorry I forgot to post my tactics for this army list.
Heavy Destroyers hunt down any heavily armoured foes (terminators, land raiders, etc) while the destroyers search for any long range threats to my warriors. Scarabs act as a meat ( metal, whatever) shield to protect my warriors. The lord accompanies the warriors so I dont phase out. As the enemy closes in (or I on them) I'll deep strike my flayed-ones behind their ranks and sow confusion. If Im not allowed to deepstrike them I'll place them near my lord so any enemies that assualt them will be at -1 Ld.
Well? how are those for tactics.
Last edited by Farseer Ulthran; July 8th, 2006 at 03:15.
I'm not too sure if the D-lord will be able to work the most effectively in this list though the scarabs could help him as a meat shield and bulk up his numbers when assaulting. Though I would keep the flayed ones nearby the lord as well or maybe you could even get another foot lord to go with em and also give him GoF and rez orb instead so that if they assault him or get assaulted they will have pretty dang low Ld and probally will run away which then you could also add chrono so you can run em down. Also on a side note make all your H-destroyers in each HS slot as you don't want them all in the same unit as they are more vulnerable and can each shoot seprate targets then.
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
Couple of things, most of which i heard many times form more experienced players.
- Drop the Warscythe, Its dandy but youll find staff of light more usefull UNLESS you facing army with lots of invulnerable saves or a boss with a good invulnerable save. Then its a good idea to get destroyer lord with warscythe. The reason is, with staff of light you get to fire and then assault while warscythe gives no option in shooting phase. An interesting option would be Warscythe + nightmare shroud combo since you use shroud in shooting phase, but that is more for a destoyer lord.
- In an army of 1500+ do your best to get Monolith in...It is not necessary by any means BUT it is so worth the points...And it will give you such power trip to field one (trust me i just assembled mine)
- Destroyers : 8 is great, 10 is beautifull...These are in my opinion the best units you can get. Fast enough to get to units your enemy thought were safe, and packing enough firepower to make sure those units will be crippled. Not to mention their range which keeps them out of reach most of the time...
- Drop Heavy destroyers. The only time you need Hvy Destroyers is when you are facing alot of 2+ saves (terminators) I was against it at first but heres what me and a more experienced player came to after calculations.
4 Destroyers : 200 pts ; 12 shots glance/wound at 6 at ap4
3 Hvy Destr : 195 pts ; 3 shots at ap2
theres also str diff but i dont want to list too much stats. Basically you tripple amount of shots for almost same point value. Think how much 6s you can get in those 9 extra shots if on average 1 in every 6 rolls gives you a 6. on average you'll score at least 1-2 6's I have been scoring 3-4 sometimes 5. thats 3 glancing hits i expect for a vehicle. However if you need to mow down infantry you get 12 shots not 3. Also its 1 more necron to kill to phase you out I like the fact you got 8 in your list. I got 9 now and will field 10 eventually
- Scarabs : Give them Disruptor fields, only then they start being worth it. In fact 8 bases with dfields is downright scary. In one of my first games I had an experienced Eldar player very suprised and scared to face 8 bases. Rightly so since they chewed up his falcon on turn 2 and his jetbike on turn 3 and then kept another squad occupied in CC till the end of the game...They are rather mediocre without d fields as only thing they are good in non vehicle assaults is dying slowly...
- Flayed Ones : if you are planning to face fearless armies or high save armies I would not bother with them. I tried them several times in games vs Chaos space marines and they were cut to ribbons every time without doing much usefull. They are great vs armies like Imperial Guard though and other low LD armies
- Wraiths : Not a lot people use them but I try to include them in EVERY army list, I am even compelled putting them into "shooty only" lists. Several reasons for that : Their initiative allows them to dance circles around most enemies in assault. in the worst case they strike simultaneously... They move as jetbikes so their effective range is 18' ! And most importantly they move through any terrain. ANY terrain. Opponents often forget that fact, and are suprised to find that a unit they considered non threatening for the time being is about to slam into their firebase. Move through terrain allows you to choose routes to get to your enemy in complete safety behind intervening terrain and strike. In fact if the terrain hides the models completely your opponent might forget outright they are on the table! (happened to in my games several times) Oh and their save is inuvlnerable... Destroyer lord with resurection orb, phase shifter or nightmare shroud and 1-2 squads of 3 wraiths is a formidable CC force.
- Immortals : Consider taking them unless you want to be original They are worth it.
- Pariah : Probably the less understood unit in necron army. Read Tactica Pariah on this forum hopefully it will help to make up your mind about them. I am going to use them eventually in the following way : have a minimum sized (4) unit behind 1 of my warrior squads or immortal squad. They will hang back and deter enemy from assaulting squad they protect or advance behind screen of immortals guarding them vs assault. Just shield them with something and hope enemy doesnt have indirect fire.
Turned out quite a rant...This is my 2 cents
Hmm.... I like the sound of the Warscythe+Nightmare Shroud combo but I'm not sure which piece of wargear to drop for it. Ressurection Orb is a must and gaze of flame would compliment the shroud nicely. So maybe the phase shifter? Any way as for the heavy destroyers I think I will put them in serperate squads to utilize their mobity. I don't think I'll be taking them out because I usually fight Grey Knights and Chaos. I am also thinking of dropping the flayed-ones for pariahs. But then I'd only have 4 Pariahs, is that enough? Any way heres my revised army list.
Gaze of Flame
= 210 points
= 144 points
12 Necron Warriors = 216 points
12 Necron Warriors = 216 points
4 Destroyers = 200 points
4 Destroyers = 200 points
8 Scarabs = 96 points
3 Heavy Destroyers (in seperate squads) = 195 points
Phase Out = 9
Alright so I replaced the flayed ones with pariahs and swapped the phase shifter for a nightmare shroud. Im not sure about the number of pariahs I have 4 doesen't seem to be enough. In battles against weaker armoured enemies I could swap out the heavy destroyers for some regular destroyers. So how does this look? Please post comments.
P.S I like the idea of an original army so I dont think I'll add immortals and keep the pariahs as almost nobody uses them.
It all depends for what and how you are going to use Pariahs. I think 4 will work ok in my army. I also happen to have 3 stripped pariahs which i got very cheap so i only have to buy 1 Since you cannot have a rigid "definite crush all" list and you'll have to vary it anyway consider pariahs maybe as something to think about later when you get feeling for the army and ways it works. I do not know however about Flayed ones, especially against Grey Knights and Chaos... If I am not mistaken both tend to be fearless which negates flayed ones terrifying visage ability. Also deepstriking flayed ones is usually hard to do efficiently since they cannot assault the turn they deepstrike. Instead of charging You will get charged ... The only liable options left are to infiltrate them which will likely to make them 180 pts bullet magnet without any friendly support nearby or to keep em with rest of your army which will also reduce their effectiveness since they are slow infantry. Again in all games i played F.O. i played against chaos and they have been utterly ineffective... They are at their best against IG or Orks or Tau where their terrifying visage ability gives them more survivability in CC. If you go against 3+ save armies I would take immortals instead of FO. And definetly a Monolith...
Here is 2 lists i came up with in Army builder.
This is something I would suggest for Close Combat oriented Army. No hvy Destroyers though
Lord : Destr Body; Phase shifter; Res Orb; Staff of Light
Total : 1495
Note: if you really want you can replace Immortals by corresponding number of flayed ones and/or switch Wraiths for Squad of Heavy Destr and 2 squads of 4 destroyers. The Lord will need different config and new tactics though...
Strategy : Destroyer Lord would zip along one of the flanks with Wraiths supported by Destroyers on the same or opposite flank and smash into softest units to deal maximum damage. Monolith advances giving heavy fire support (ordnance weapon) OR deepstrikes in the middle on enemy ranks to support the Lord and wraiths with gauss flux projectors (weakening units that are not in CC) and teleporting unit of warriors to rapid fire straight in their faces...destroyers and all the shooting units provide support.
2nd list. This is if you are a little ballsy and absolutely sure Hvy Destr will win you the day.
Lord : Destroyer Body; Nightmare Shroud; Res Orb; Warscythe
3x Heavy Destroyers
3x Heavy Destroyers
TOTAL : 1500 pts
You'll have to be carefull with this list. If you get charged you do not have Veil to escape close combat and if you start loosing destroyers you will be done for. Keep Heavy destroyers in the back of your army making sure opponent needs to take ld checks to target them and use Warriors/ Immortals to protect them. Use Destroyers on the flanks to mow down softer units keeping out of their range while Hvy Destroyers put out 6 shots a turn giving you high chance that 3-4 of those will be wounds at AP2. The Lords Function would be to provide res orb in the spots taking most casulaties and trying to scare units away with nightmare shroud if they get too close. Warscythe may help him as a last resort weapon vs a tank or special char (might wanna consider taking staff of light instead). This is all purely theoretical as i never seen anyone with 6 Hvy Destroyers (heck i never even seen 3) but it could work if used right. Oh and beware if you are playing Chaos. Korne and Slaanesh Dedicated armies can have frightenly fast elements. If your destroyers will get charged on turn 2 by something nasty like deamonettes with rending claws, the outcome will not be healthy.
Last edited by Padla; July 8th, 2006 at 06:52.