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I've been playing with my Necrons for a while now and have come up with a few strategies that work well for me. Let me know what you think:
UNITS I LIKE TO USE
I love these guys as they can tie up many different types of units for at least three turns. I find they work great to keep units busy while the rest of my army destroys those that are left. At 120 points for 30 wounds you can't beat it! I sometimes add a Necron Lord with destroyer body to add to their carnage. With his the lord's power weapon attacks and the 30 scarab attacks you're sure to win almost any assault. I use this unit to completely eradicate heavy weapon squads! Since all models move as jetbikes they can turbo boost and then assault on turn two almost guaranteed (that's a total of 24 + 12 + 6 inches of movement by turn two)!
Scarabs can also be used for defensive purposes. Keeping a unit of scarabs in front of your phalanx will force enemies to make leadership tests before shooting at any of your Necron models. They also act as a strong shield against assault-oriented armies.
Destroyers are a great unit for taking out just about anything. With their 3 x STR 6 shots they have the power to remove any infantry model from the board without resorting to the gauss weapon rule. I find the two squads of three destroyers each are much more survivable than one unit of five. Multiple smaller units forces your opponent to use two heavy squads to take out the destroyers in one turn. I find that when I field destroyers they are typically one of the first targets in the battle so having two units makes them more survivable. The only bad part to this is it decreases the number of scarabs I can field (my other favorite unit).
I use a full unit of Immortals with a Necron Lord with a Veil as a special forces unit. I teleport them around the battle wherever they're needed to add fire support from a different angle than the rest of my army. With 2 x STR 5 shots each they can cause some serious damage to almost any infantry unit. I also use them for tank hunting when necessary as 20 shots will glance anything on average three times per turn. I love it when vehicles are fielded as units instead of single models (sentinels, skimmers, etc...) as I can destroy the entire unit in a single turn!
UNITS I DO NOT LIKE TO USE
Even though it is extremely difficult to kill in most battles I find the cost of a Monolith to be prohibitive for its use. I tend to keep away from vehicles as I hate the fact that my 200+ point vehicle can be destroyed (and usually is) by a single lucky shot. Too many times I have had my tanks (I play Daemonhunters too) or Monolith blown away on turn one by a lucky shot. Once I place the Monolith every heavy weapon squad points right at it. The only real way to benefit from a Monolith is to deep strike it and on average it won't appear until turn 3. Then you just drop it in the middle and see what happens. I've seen people use it to great effect by dropping it in the middle of an enemy army and teleporting in some Flayed Ones. I have never found this to be a worthwhile investment when I can get four Destroyers and two Warriors for the same cost.
I don't even own a unit of Flayed Ones. With no cheap transport vehicle they take forever to get into assault. If you field these guys you either have to deep strike them of field a Monolith. I tend to stay away fro mthe deep strike rules as models are wasted until they arrive on turn three (usually).
Absolutely no reason to take these guys. Take Immortals instead. The fact that they have to walk to assault anything since neither the Monolith or Veil can teleport them these guys are a complete waste of points. Sure, in a few circumstances they are useful but not enough to waste them on a general purpose army.
I don't bother with these guys either. With only three per unit, your three shots will hit twice on average. Compare that with four Destroyers (almost same cost) shooting 12 times and hitting 8 of them. Since all Necron gauss weapons can take out tanks effectively I see no reason for a tank hunting unit. Their only benefit is the AP2 of the heavy gauss cannon. That's still only taking out on average 2 terminators a turn. How long will it take the enemy to blow away the three heavy destroyers? In my opinion you'll be lucky if you get one round of shots off before you're destroyed. Any opponent using Armor 2+ models will target the heavy destroyers first!
I can't bring myself to spend the points on these guys when my scarabs have done so well for me. If these guys had power weapons they would be so much more effective, but since they're simply a STR 6 assault they don't perform well. With a unit size of only three they won't last long unless you roll great armor saves! With only three models with one wound each it will only take 10 wounds to kill the whole unit on average. These guys cost almost as much as a Destroyer!
I have one of these in my standard army but I've really been thinking of adding another Destroyer instead. Their slow movement and lack of real attack capability makes them tough to justify. If you keep your army organized the ability to enhance WBB rolls doesn't really come ito play. They can only walk with the Warriors and only has a 12" ranged attack. Basically these guys are there to assist your Warriors from getting trounced by an assault army.
I never take one as it's a waste if the enemy doesn't have tons of invulnerable saves. I like to save the ten points and keep my STR 5 AP3 ranged attack as it's one of only two infantry weapons with an AP of 3 or better!
This is a must-have in any Necron army. I use the Veil instead of fielding a Monolith most of the time as I find it to be more flexible.
Believe it or not I tend not to take one of these. There are not too many ranged weapons that prevent a standard WBB roll and if you're in an assault against power weapons then you're already in trouble. My lords are either with my Immortal squad (Veil) or my scarab squad that have no WBB anyway. I like to use my Lords for offense instead of defense.
The only unit I would put this on is my scarab assault unit. This makes them the perfect heavy weapon/tank killers. Maybe Flayed Ones also but since I do not field them I do not know. Other units shouldn't be in assaults anyway so the points would be wasted.
I only use this for my Lord when joining scarabs. The +1 toughness doesn't come into play that often.
This has become much more useful in the new edition. I tend to add one to my lord with the scarab unit as they are my assault unit and can make use of it more often. Destroying a fleeing unit that just lost it's morale roll allows the scarab assault force to move to another unit next turn.
All of the other wargear has too specific of a use for my taste.
not bad, but heres my thoughts:
monolith - fair point about points cost, and the fact it gets shot to pieces. I use that against my opponents, they shoot everything at it and stupidly ignore the rest of my army. Also i've deepstriked it with great success, using it as an assault platform to get my lord with immortal bodyguard inot combat.
flayed ones - whats wrong with just infiltrating them? Great against low Ld troops such as orks/gurad/tau. Cheap aswell
Wraiths - fair point, but used well, they are a great asset. Im going to buy 3 more soon.
Hvy Destroyers - I always use them in my mini destroyer force - 1 destroyer lord, 5 Destroyers, 2 hvy destroyers (great to hum "ride of the valkyries" too!)
tomb spyders - Never get mine into combat unless absolutlely necessary. Only use them for WBB purpose, and take max. 3 in large battles.
some good points - don't agree with all though.
I tend to field 6 heavy destroyers in 3 groups of 2 and actually keep them all together so as to maximise my wbb rolls. Sometimes they get shot to pieces but I find them to be the only way of taking down 2+ save Monstrous creatures.
Scarabs. Why stop at 1 squad? Take 2.
20 scarabs turbo boosting towards the enemy on turn 1 is a fantastic site and gauranteed to stop your opponent from shooting at the targets he really should be shooting at.!!
I tend to field a lord on a destroyer body with a resurrection orb, a warscythe, and a Phase Shifter which you neglected to mention. Very useful giving him an invulnerable save.
u should really reconsider your judgment on heavy destroyers and monoliths,
heavy destroyers are good for hunting down the hard to kill characters like the Grand Master for Deamon hunters EX. once i was playing my friend i had a heavy destroyer and 15 warriors, he had only his Grand Master, i took out 2 of it's wounds with the heavy destroyer and then he destroyed it, after that is was down hill because of the GM's save roll, none of my warriors could wound him, the battle didnt last long after that
aslo, monoliths do make up for their points. Even if there is the chance of scattering, the ordanance weapon of strength 9 ap 1 is pretty dam good, and maybe the monolith doesnt directally affect its worthfulness of points but it draws so much fire power, my warriors can survive longer and make up for the monolith's points.
also i think u made a good point, scarabs are pretty good at "tank-hunting" when equiped with d-fields so wraiths are really obsolete, tomb spiders are really just good for making more scarabs and helping out in assaulting
The people who survive are the winners
The people who enjoy survival are the champions
Yeah i have to admit it wraiths are pretty bad, but they look so cool
Scarabs, give them the disruption field and take a heavy d. then brag about how the heavy d is a lascannon on a jet bike and he will try to take it down then assault his tanks with your scarabs and blow them away. ONLY WORKS ONCE.
i like taking 2 lords when possible.
1. Destroyer body and phylacetry and static field
2. Veil and Orb (sometimes no orb)
i use the one to engage tough units with the scarabs
the other i use to deep strike a unit of warriors into my ememies army. I've seen this squad kill over half of my opponets tau army once. Nasty
This and i also love the monolith just leave it home when playing tau ap 1 railguns are bad news. i also like to use the warsythe as if strikes fear into my opponets heart when i tell him that his 30 point iron halo is completly useless.
Remember a large part of the game is psycological. If you can get into your opponets head and make him do stuff it is good. For example have him shoot the monolith then get your warriors in range and blast him. Make him shiver when he sees 20 scarab swarms and a destroyer lord zooming in at him on turn one. Keep control of the battle and i will help you win.
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A Destroyer Lord is one of the few Necron close combat units I am afraid of. Scarabs have tied my troops up far too much, especialy ones who really want to be braining warriors.
I would have to disagree with the scare factor, Orks of over 12 models are basicaly fearless, Tau are usualy a minimum of Ld8 with an Ethereal Re-roll and Guard with a vox and standard can be 9 with re-roll plus ignoring under half strength modifiers.
I would agree that thier infiltrate is usefull however.
On the monolith, it is easy for Tau to take down with Railguns, however my DA mainly use Melta type weaons for my anti-tank so I find Monoliths a bit of a challenge.
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I can't explain it, but I have great luck with my Tomb Spyders. For some reason, my opponents haven't wised up to their weapon skill 2 yet, and seem to overcompensate and overkill them. The idea of a Monstrous Creature seems to motivate them. I get so much fire (especially the big guns) and hand-to-hand units focused on them. They act kind of like mini-Monoliths, allowing the bulk of my force to escape the big guns, at least for a few turns. And once in a while they do well against a foe. That toughness 6 really helps out against strength 3 orks and strength 4 marines (and most everything else).
Making extra scarabs never hurt anybody, either.
Well, thats because you were using Heavy D's smartly. Many necron players bring Heavy D's soley for the purpose of tank hunting. I come for the philosophy that in a Necron amry, no unit should EVER be brought soley for the purpose of tank hunting. That is, Necrons are probebly the only army that has the luxury of not having to bring a unit specificaly in the anti-tank role. Since even your base warriors have the potential to take down a Land Raider, bringing dedicated anti tank if fool hardy. This is why I agree with the original poster that Heavy D's should be generally avoided as there is no need for them in the anti-tank roll. BUT if someone uses Heavy D's smartly like you did GothicDragon and go after AP2 termies and the like, then they can actually win their points back. Unfortunatley, most people don't utilize Heavy D's for that purpose.Originally Posted by GothicDragon
The problem is though that you cant deep strike them and then assault. So you deep strike them, and they stand there for a turn, looking all flayed. Then your opponent either shoots the crap out of them or moves out of assault range or both!!Originally Posted by Black Katalyst
I think if they had some sort of method for moving quicker or guns or were cheaper they'd be more useful but as they stand right now - i'd rather take 10 warriors.