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With the new 5th Edition running and combat rules Necron armies will have less time to shoot down assault units before they hit our lines, so with this in mind I thought..."What is the most effective close combat unit in the Necron codex?"
(Note that we our talking about mostly defence and also consider the points cost)
*note* I haven't paid attention to most of the 5th Ed changes, but...
In terms of defense, it's got to be Scarabs.
For not much over 100pts you get a 30 wound unit, that can jetbike anywhere you need them.
I'm not sure what the changes mean for "Small targets", but using actual LOS, they won't block any shooting, which will be good and bad (but against ground-assault units it'll be nasty). Sure, they won't hit often with their lousy WS, but with such a large unit that can be fired over, they aren't there to hurt the enemy, they're there to stop them advancing any further.
I'd have to do more reading to find out what all the changes for 5th are, but when it comes down to defensive CC, it's always been Scarabs.
Last edited by mpdscott; June 30th, 2008 at 13:10.
Mysterious Member of the ANZAC Clan
I'm surprised C'tan are not on the list - they are blatantly the "best" CC unit in the codex (and nearly in the entire game).
However, out of those listed I would go for Flayed ones - they are a truly underused option that fufill a very special niche in the necron list - not to mentino they are "necrons" themselves (unlike either scarabs or C'tan - the other 2 best options).
 It is a shame that pariahs just don't cut it (lol wut?) as they are just shy of being that something special.
I was just thinking that the C'tan are truly the best combat units that necrons have, but not the most effective. Scarabs useful but not really close combat effective lots of wounds. Flayed ones can work great and are truly necron. Wraiths with a destroyer lord are great but I have to say tomb spyders. High toughness MC and a couple of wounds they are the best cc unit in the necron army IMO.
Last edited by necronoob; June 30th, 2008 at 13:31.
Prey they don't take you alive
Because the real best 3 were omitted for some reason (Nightbringer, Deceiver and Destroyer Lord) I vote for the Scarabs. Necrons are not a CC army, but a mixture of a shooty army with a CC utility army. This makes Scarabs the best utility CC unit. All the other CC units mentioned are really only good when used against even more non-CC armies.
Of course that is all my opinion.
I didn't include the C'tan in the poll because they are the obvious choice, what this poll is focused on is the best standard unit to defend your lines with cause not everyone will have the points to take a Nightbringer or Deciever.
Also 'Windowlicker' care to explain how throwing a Necron Lord into combat will be effective? Surely he is too expensive to be used as a 'speed bump/counter unit'?
I voted scarabs from a defensive standpoint, they may not last long but even one turn that a squad of 'zerkers or genestealers can't get into charging range is good in my book. There are plenty of wounds and you can charge them out before the enemy can get close enough to get into your ranks.
I haven't really gotten tombspyders out on the field enough but they look decent for it.
As far as damage goes, I say wraiths.
Necron lords are rather tough and have higher then average strength combined with a power weapon. I've had mine tear into a Greyknight squad in the past. Their WS could be higher though, one would think such a creature would be half decent at fighting.
It isn't so much as the Destroyer Lord is a bad ass unit all the time (though he does tear it up), as much as when used in synergies he makes not only himself but the squad he has joined bad ass. I didn't know there was a cap on this but the Destroyer Lord I get is roughly the cost of a full squad of Flayed Ones and has just as many tricks.
In my opinion the Destroyer Lord is great in as many different facets as most of the other non-obvious choices you gave us, offense or defense. I rely a good deal on counter charge in the games I play. Sure he sometimes takes a synergy to get the most out of but that combo is better than any other two on the list. He is special and great for that reason.
For more information see the Swarm Lord Tactica.
Last edited by windowlicker; July 1st, 2008 at 01:52.