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I've slowly been collecting a Necron army ever since the new release and I think I F'd up on my unit choices. If I had a more meaningful "guide" to the new units, I think I would have bought better units. I also firmly believe that many of the people on this forum are really good and knowledgeable in 40K. So I thought I would start a thread talking about some of the "Good" units, ones that you cannot go without, "Medium" units, those that have their place and the "Bad" units, the ones you should leave on the shelves. God knows I can't do it alone because I'm still a Necron noob with a grand total of two battles under my belt with the new Crons. I can tell you based on my experience so far The GOOD units I've seen are the Scarabs. In my game, they smoked a Stormraven. They just didn't stand up against a Death Company Dread w/ Blood talons though. Played right, these little monsters can make a Mech player cry.
My MEDIUM units were Lychguard. I don't know if I should have gone with a 10 man unit instead of 2- 5 man units or what, but every Lychguard unit I have taken have been swept off the board (yes they have their Shields). I'd also throw Warriors in there. Not good in combat, but they are a fair shooter and can nail mech on a 6. Imotekh is also a MEDIUM for me. Yes the Storm is good, but he lacks a power weapon and is not Fearless which blow in my opinion. I'd also love it if he had Mindshackle scarabs. But with 2+ armour and 3+ invulnerable, he can stand in not bad. In my first game, Imotekh, 2 Crypteks and 5 Lychguard lost a combat by a wound and were swept of the board. I cried like a baby.
I haven't a clue about bad units. I heard Destroyers are bad now as are Doomsday Arks, but that is hearsay.
From my experiences so far, the list I comprised is:
Command Barge with either or Both an Overlord w/Warscythe or Anrakyr the Traveler
Royal Court especially Destruction Crypteks
Monoliths (you don't want them all the time, but they shine in the lists you do want them in)
All other named HQs (except maybe Trazyn, the jury is still out on him)
Destroyers (not that they're terrible, I just feel they get so outshined by Wraiths and Scarabs, you'll almost never field them)
Flayed Ones (I know some wll disagree, but every game I've seen them get played in, they did pretty much nothing)
Doomsday Ark (same as above)
Now I didn't mention any of the Transports or the Triarch Stalker because I haven't seen them get played (wel, the Ghost Ark I saw once but I feel you can't judge something off of 1 game). I feel the Stalker would be very good, but without playing it, I can't say for sure.
World Eaters: W-47 D-10 L-9
Necrons: W-19 D-3 L-2
Protectorate of Menoth: W-36 D-0 L-7
Considering the games I have played, this is what I have found:
- Overlord - I never use named characters, because I like to kit my HQ out exactly as I want. Maybe in larger games or specific army-types I can see the use of special rules, but guaranteeing that he has a 2+/3++/4+RAP ~and~ MSS means he does exactly what I want him to do.
- Warriors - The core of your army. Cheap and efficient, I have never not used Warriors. I usually keep them on objectives or slowly march them across the board (through cover), but I've seen them pop vehicles, take out 'nilla MEQs, and become a thorn in the side of my opponent if he doesn't watch them.
- Lychguard - These are my main guys. I admit I take a full sword n' board unit (running 450 points) attached to a jacked-up Overloard and a Veil-tek. However, even in smaller point games running 5-man alongside a Lord or Overlord is just worth it. As I mentioned in previous posts, these guys failed once, against a Cybork Nob list that's even trouble for Grey Knight cheese. I honestly recommend having 10 of them if you can because you want a unit left to get back up into and to avoid running off the board... but I've rarely had either problem.
- Scarabs - My record with them has been hit or miss, but they're so cheap that they cannot be ignored for what they do. If you can get them across the board, avoid being assaulted, and get the assault yourself... they will eat any vehicle alive. I've had a 5-model group eat a Landraider and watched several 3-model groups move across the board taking out leftover Drop Pods that were annoying me.
- Destroyer Lord - The main problem with this guy is the lack of Invuln. save. Otherwise, he is amazing when jacked up with wargear. 2+, T6, w/ Orb and MSS? Not to mention a Warscythe with Preferred Enemy? I usually DS him where needed, then have him take out things like Devestators/Long Fangs or simple squads sitting on objectives. I used to pair him with Praetorians (for a round of shooting before assault the next turn), but the Praetorians are questionable in their point value.
- Immortals - These guys are like Warriors+, and if you have the points then field them. However, sometimes I'd rather save 40 points and have the same amount of Warriors for cheaper. Also, I tend to field these guys with Tesla as you can get plenty of Gauss from elsewhere plus you get the extra range while moving.
- C'tan Shard - Hit or miss, when I field them it's usually hit. How you kit them out depends on your army; as I'm using a CC army, I field him with Pyreshards (to soften up the enemy before assault) and Time's Arrow (to take out any major model within the unit he hits). Sometimes he fails at his job, especially if they concentrate on him, but most of the time I have other things on the board for the enemy to worry about.
- Deathmarks - I fielded these in my first game... and never did again. I'm sure they have their role, but I usually need my Elite slots or don't have the points. When they showed up they did nothing except attract fire that wiped them out.
- Flayed Ones - It's odd that a CC army wouldn't have these guys, but I cannot see how I'd use them. They take up an Elite slot and all they do is give you a bunch of attacks at I2... no power weapons, no rending, no invuln. save, etc. I'm sure I could go the Ork route and just poor 15-20 of these guys on someone, but I'd rather save my points for bigger "guns".
I'm still in the air about Triarch Praetorians, as they do OK... but they don't necessarily earn their points back before dying (which is often fast, seeing as they have no Invuln. save). I haven't used Spyders or Wraiths enough to comment on how well they do, although so far they seem Medium choices (depending on your list).
As for the rest, either the unit wasn't for my style (Combat Barge, Monolith, Doomsday Ark, etc.) or I haven't played with it at all.
Anni Barges-Exellent Firepower
Warroirs- Love the low cost
Immortals- Solid Troop Choice
Monolith- All around Great unit, for larger games
Destroyers - only against Meqs in small games
Shielded LychGuard - Protecting HQs
C'Tan- Wish they were more cost effective...good against Assualt Armys
Preatorians-Not Cost Effective
Deathmarks-Not Cost Effective
Doomsday Ark- Expensive Target.
Flayed ones - Only against IGs and Orks. Money better spent on Shooting Units
Thats all i have at moment
Last edited by Bladeweaver; January 7th, 2012 at 15:12.
Here are my thoughts based on what I've used/experiences.
- Crypteks - Right at the top of the list. They are what give your bland stand alone warrior units flavor. With so many options they can be structured for any sort of situation.
- Warriors - Not the strongest(individually) but they haven't failed me so far.
- Triarch Stalker - This guy never ceases to make his points back. The twin linked ability just adds a bonus to help destroy what I want to.
- Night Scythe - Greastest transport. Twin-Linked Tesla Drestructor is fantastic against light vehicles and the fact your troops don't blow up with your vehicle is fantastic.
- Immortals - So far they've been good or bad. I've souped them up with Anrakyr and Szesor but in sheer killing power they haven't done much.
- C'tan Shard - Writhing Worldscape and Thunderbolt has worked great but it's so slow getting across the battlefield.
- Scarabs - I put them under medium because I've never successfully gotten into a vehicle but at the same time they soak hella fire.
- Doom Scythe - Usually does well but sometimes can't get results.
Nothing so far.
"LET'S COMMENCE PREPARATIONS FOR RUMBLING!" Mono-Tzeentch 1:1:1
Overlord - As people have said, you can tool him up to be pretty nasty. Can be pretty durable as well with a potential 2+,3++,4+ RAP and MSS. Phaeron upgrade is great for attaching him to some warriors or immortals, particularly if they have a veil-tek.
Cryptek - These guys are fantastic. For Anti-tank, Destruction (S8 AP2) or Storm (Glance things to death). For the flying circus, Despair. I've also found the Transmog-tek really good for slowing down hordes and any fast infantry that you don't really want to deal with in CC. They turn your regular squad of warriors or immortals into something with a bit more flavour
Warriors - Solid troop choice. Add a lord with orb to give them some extra staying power and make them excellent at holding objectives.
Nightscythe - Easily my favourite mech unit in the new codex. I don't know about anyone else, but I love fielding these guys. I stuck a destruc-tek and storm-tek in one of these with a group of immortals with Gauss blasters and they annihilate vehicles. I also found the twin-linked tesla destructor was forcing even MEQ's to make, on average, 6 or 7 saves per turn. Plus they can punch through transports as well. 36" cruising speed is also fantastic.
Wraiths - If you haven't read about them elsewhere on this forum, they are pretty fantastic. Multiwound jump infantry squad with a 3++ save with rending. If you give them whip coils they will almost always strike first in combat. I use these guys to support other units in combat, making that army-wide I2 not so much of a problem
Scarabs - These guys eat tanks...nuff said. The sheer volume of attacks even gives you some serious punch against marines. I pair them with some wraiths with whip coils so they strike first and they absolutely shred.
Immortals - Not heaps sold on these guys. They seem to do alright, but are a bit pricey for me. I do love Tesla weapons and find the extra hits are always a great boost. Usually run them in a Night Scythe or on foot with an orb lord.
Lychguard - Pretty pricey, but with a veil-tek and orb lord they are seriously tough. T5,3+,3++,4+ RAP. Nothing to be snuffed at. They are capable of soaking up a lot of fire, which is what they should be doing. I would use these guys to support other units when they get into CC.
Ghost Ark - These guys just seem way too pricey for what they do. I find Night Scythes a much better alternative. Night Scythes are much faster, can carry more, are cheaper and I prefer the Tesla destructor to the gauss flayer arrays.
Destroyers - Too pricey, range is too short, and if someone is leaving MEQs out in the open for you to take advantage of the AP 3, then you're opponent isn't that clever and you'll probably win with or without the Destroyers.
Haven't played with much else as of yet.
I cannot contribute anything based on experience yet; however, I do want to post something in theory. Everybody seems to lump Praetorians into the "bad" category, but I want to give these guys a serious shot.
I2 and the lack of an invulnerable save will not see them survive long once they get stuck in, but a 5 man unit keeping to cover until the moment is right to bring their 4x rending / entropic attacks to bear. A glass cannon by all means, but more than that, more like a scalpel surgically cutting away an undesirable threat.
Some lists won't present such a threat, but others rely on them heavily. They can seriously wreck a Diago wing's deathstar unit (when supported by Wraiths and their whips), even if all they manage to accomplish is negating a few armor saves for the rest of the battle (wound allocation manipulation actually helps you in this case). Same goes for Nob / Biker deathstar, LR transports (stranding the cc dedicated units within), Vindicators, various MCs. There are a lot of threats that can wreak havoc on your Necron troops, and the Praetorians have a fair chance to, at the very least, weaken those threats to make easy targets of them for the rest of the army.
I wouldn't place them next to Wraiths, Barges (of any kind), or any of the other troops in the "good" category, but I feel like they could circumstantially turn the battle around, just like the Monolith in the "medium" category.
Of the units I've used so far:
Imotekh - Several Harbringers worth of night-fighting, steals initiative at 4+, calls down lighting and simply refuses to die if assaulted
Warriors - One of the best things for their points
Annihilation Barges - Oh yeah!!!
Ghost Ark - These things need to be used the way they are supposed to: Not as Rhinos, but as supporting Warrior factories and fire-platforms.
Scarabs - Very situational. Rocks against vehicles, sucks against everything else.
Flayed Ones - Anything under 10 is a no-go for these. 15 to 20 is the right number and you NEED to Deep Strike or Outflank.
Destroyer Lords - Basically great with one big minus: No invulnerable save and having a huge "shoot me first" target painted across the chest
Monolith - Too situational by far. I bet this could be okay if you built your army around it, but as a general tool... Nope.
Praetorians - Simply too expensive for too little bang and very little survivability.
C'tan - I'm not really sold on him. Can work, but seems to die a wee bit too fast with only 4++ save.
Although I have to say that I've used some of these units only once or twice so far and my playstyle supports certain type of units: Mainly durable combinations with lots of shots. When playing my Necrons I dislike, on principle, everything that leaves you hinging on a couple, or worse yet, single, dice roll. Instead of hoping I don't miss 4 saves of 4+ on row (like with C'tan), or hinging my anti-tank or anti-infantry on actually rolling a HIT with scatter die (like with Monolith), I'd rather get a good bucketfull of dices and let the law of averages do its stuff. Hence, like said, my playstyle and opinions are biased towards the stuff that rely more on numbers than blind luck.
Last edited by Polaria; January 8th, 2012 at 16:20.
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1
Praetorians - I want to like these guys, but at 200+ points I just can't. I used them once, they got the charge against Vanilla Marines and ended locked in combat for 3 turns before he got his HQ in to trounce them. The fearless ability is solid if you put a Overlord with them, but... I have to say bad.