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Necrons have been out for a little while now and I still find myself scratching my head about what to focus on for troops. Iv invested into 15 immortals plus a ghost ark/doom ark and have just over 30 warriors from when I first started collecting. For the most part it's a fairly good collection but it's just not enough. And I'm undecided on what direction to go and which one is really more competitive.
Do I take all immortals? If so with or without transports? Do I take all warriors? Or do I take a bit of both?
I feel like 2 ghost arks with warriors and 1 squad of immortals is the way to balance it out properly but I want to know what has been the most successful for everyone else. Btw, I havent tried the night scythe yet so if anyone has had any play time with it please elaborate on your stories for why or why not you like it!
What are your thoughts on the troop choices, which is a better in a competitive environment? How are you using them? Do you have any combos?
Elaborate and share your wisdom!
The Yukon, keeping your Baals cold 24/7
Warriors all the way. Against bad-ass infantry killing weaponry only things that is the Reanimation Protocols. Against stuff like Vindicators, Leman Russes or dedicated close combat Immortals and Warriors both die just as easy but you get far more Warriors for your points.
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I've only had experience fielding warriors and they've done splendidly so far. My next list I am working on is 3 squads of warriors and one squad of Immortals. As for night scythes, I like them. There isn't quite the support roll of the Ghost Arks but I found that I would constantly be pressured to bring it about and broadside with it all the time. The night scythes I just zoom across the table and the cover is their "smoke." The twin-link Tesla destructors are fantastic. They shred light vehicles and give the scythe an actual threat rating beyond the slow moving box of the Ghost Ark. I'll be adding a monolith so that on top of the squad walking onto the table if their scythe is blown they can casually stroll out of the portal.
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Adding a Monolith to support a Scythe-wing seems to be the way to go. Their major downfall is obviously being so easy to wreck without moving flat out, and you can't shoot or disembark if you do that. But aside from exposing their frailty when not moving from objective to objective, their insane speed looks like it would provide great benefit in an otherwise balanced list, as opposed to full on Scythe spam. Perhaps min/maxed with a unit of 5 Warriors to make the Scythe scoring without needing to worry about dropping off its passengers and picking them back up later, or losing an expensive unit to footslogging the rest of the game (if Monolith is destroyed) but instead lets them move on the field as cheap backline objective sitters.
So far as the original question, I'm going with Warriors as the core of my army. I really like the idea of dual Bargelords with two kitted out courts spread about the army, and using Warriors as the core of the list saves the couple dozen points needed to gear them up. Also, I already owned Warriors from when I first started (to start) my 'Crons in the 3e 'dex, and got a Ghost Ark for Christmas... so, going all Immortals would require me to start over. As I expand I intend to either field a unit of Immortals with Anrakyr as one Bargelord to upgrade them to Eternals and attach a Destrotek to give the unit counter-attack and defensive grenades.. or a unit of Lychguard with a Veiltek. The two units only cost 5 points different from one another (also accounting for the difference in cost between a Bargelord and Anrakyr), so I may just go with both and swap them out at my leisure.
Last edited by BossGorestompa; December 24th, 2011 at 14:55.
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Here are the different units I would advice using.
-Overlord with phaeron/special character & misc upgrades
If you take a footslogging overlord then this is a unit you want to grab one of. Its strong fire-power on the move and its survivable. Obviously it works equally well with special characters with the phaeron rule too. Not for below 1k games though.
-Cryptek (storm, despair, trans or destruction)
This is the foot-slogging bog-standard troop choice. Different crypteks change its strengths but its the same package with a different label in those cases. Its effective against everything, its cheap and it captures objectives. Storm will make it close-range orientated but LETHAL against vehicles once it gets their. Storm-teks are our answer to melta-guns. Generally 2 extra free glancing hits added to however many gauss-glances you get (usually 2) will make it rip even land-raiders apart given enough time. It will also double as great anti-infantry, in general it has perfect synergy and its cheap, you just have to put up with short range. Despair is for melting TEQ's, MEQ's, the elite infantry in general. You just have to get close. The destruction-tek is to give you some nice range and is for anti-vehicle or anti-TEQ. Its not as good V TEQ's as the despair, and its not as good V vehicles as the storm. But it has longer range than both, its the best tbh but its pricey as a result. Trans-tek is for fire-on-the-move support. Its great against jump-infantry and slowing combat units or just bombardment of light-infantry of course. Its nice but IMO not as useful as the other options.
-Basic Lord with resorb & warscythe/mindshackles
This is the big tough invincible warrior-horde. Great if supported by ghost arcs, taking 1 or 2 in sort of 1.5k+ games is nice to have. It'll melt through land-raiders as quick as it will infantry and its even a monster in combat if the lord has shackles + scythe. In general a lovely core unit in higher point levels. If you take 14 with the lord you also have a nigh-scythe option which is great. Zoom up to anything first turn, disembark and blow it to pieces, equally good V vehicles & infantry.
-Cryptek (same as before)
-cryptek (same as before, destruction is advisable due to range)
taking 1 ghost arc mounted squad and then 1-2 foot squads for each ghost-arc squad is a very expensive but worth it set-up. It'll give you a ton of fire-power when you add in the ghost-arc and immense survivability as you can swap squads when one gets weaker. Constantly heal warriors and dish out the gauss.
Its pretty obvious what you do here. Tesla > gauss so you can deep-strike into a safer location and still fire afterwards.
-Trans-tek or Destruction-tek
Sit on an objective unit. Just take pot-shots all game. Best use of a trans-tek IMO as it'll allow you to slow anyone fast-approaching you objective without sacrificing the fire-power of your other units which may have higher-priority targets.
What do I suggest you take?
with overlord and cryptek
and then the ways you use your warriors have a few options:
2x 15 Warriors
With Lords attached
2x 10 Warriors
1x 9 Warriors(with ghost arc)
With crypteks attached
Last edited by shas_on_u; December 24th, 2011 at 17:01.
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I really think it depends on your list. Immortals work well with scythe-spam lists, while warriors work far better for footslogging/hybrid lists.
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I run 2 Ghost Arks w/ 8 Warriors, Abyssal Cryptek, Eldritch Lance Cryptek.
Two 15 man Warriors squad on foot w/ Abyssal Cryptek, Lightning Field Cryptek.
Have had plenty of good games using the above as troops. Pours out plenty of firepower, the Ghost Arks make good mobile firebases and barricades.
Night Scythes are good but fragile but having a twin-linked tesla destructor worth it to me. Pounding clustered enemy units with multiple Annihilation Barges and Night/Doom Scythes is nothing short of fantastic.
Just picked up a 2nd ghost ark today, I plan on giving them a run for their money after the holidays. I don't think I'm going to get a 3rd one (hate painting these things) but I feel 2 is going to be the prime number in this case
The Yukon, keeping your Baals cold 24/7
Going fully mechanized with Ghost Arks isn't worth the points. The way I've played and seen work the most effectively is when you have a Ghost Ark with 10 Warriors or 9 Warriors and a Destruction Cryptek following a foot squad of 10-15 Warriors. Throwing a scythe Lord (not Overlord unless you're going Phaeron, he can be singled out) into the footsloggers can help if they get assaulted, though it's a bit pricey. The Ghost Ark keeps healing the squad and providing firepower from the Ark and the units inside. That much Gauss fire can take apart just about anything, vehicles included.
I'm not totally sold on Mechrons just yet but I like the idea of effective transports that go beyond the standard rhino razorback. Both my ghost arks will be assembled to double as dooms arks as well so for me it's money we'll spent either way.
It will be interesting to see what GW does to transports come sixth edition.
The Yukon, keeping your Baals cold 24/7