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This is an army that I used against an Eldar Army the other day.
HQ- Necron Lord - Veil of Darkness, Ress Orb
Elite- 9 Immortals
Troop- 30 warriors ( 10 man squads)
Fast Attack- 10 destroyers ( two 5 man squads)
Comes out to jsut under 1500 points.
Went up agianst this eldar army
3 war walkers all with 2 star cannons each
1 falcon grav tank fire prism ( holo feild, sirit stone)
1 falcon grav tank pulse laser( holo field, Spirit Stone)
1 falcon gran tank Bright lance( holo field , Spirit Stone)
1 wave serpent
10 man guardian squad with missle launcher weapons platform
10 man striking scorpion squad
Seers concil - 2 farseers, 3 warlocks with shining spears.
The army perfomed extremly well. But I feel it is lacking if it went up agaisnt other armies. What suggestions do you have to improve this army?
Btw I only lost 4 models the entire game while wiping out hes war walkers and 1 guardian squad on first turn. Son following were all his tanks. Then the remainder of hes troops on 3rd round.
You may want to make some of your destroyers into heavy destroyers in case you end up against an army with lots of ordinence type tanks. Other than that, it's a pretty solid list.
P.S. Are you telling me that this guy went up against you with only 25 troops?? :eek:
Last edited by brianwithay; September 6th, 2005 at 22:38.
yes he did. He is a very good friend of mine . After that batle he vowed never to fight me again for a very very long time.
The battle would of been completly different if he had of gone first. Thing is I got first turn so his war walkers with there huge double starcannons wre taken out without them even getting a shot off. Had all my destroyers fire into his warwalker squad. thats 30 shots. I rolled about 25 hits and 9 penetrations 2 glancings on the squad. That doomed him. Nothing else he had to could produce the fire power needed to really hurt me after that. Also the field we played on was very open. Which is just wonderful for a necron army.
in the end I tried to consule him. This was the 6th battle agaisnt his eldar and it counted as his 6th straight loss.
I assume you were letting him make an army with 4 heavy supports and only 1 troop choice right? Anyways, Good job . I like the army list, It's something like what my friend would use. I would agree that one or two heavy destroyers might help against armies with heavy armor, if rolling 6's to glance with gauss cannons doesn't cut it. Solid list though.
What your friend needs to do is lose the tanks and add 2 wraithlords with lances. Then he shoule replace the scorpians with howling banshees. He should add in another guarian squad and both should have star cannons. He can then add in an avitar and beef up the seer counsle with mind war and I for got what the power is, but it allows you to reroll armour saves. Finally, he should use the Uthwe rules with this army for the higher BS. My friend plays an army just like this and it stops my 13th coin their tracks. Tell your frien to make a few of these changes and see how he does. It's not a garenteed victory, but it should make the army more competitive. If it works, you may just get to play him again.
The Wave serpent was a troop selection since it started the game with a squad in it. So he has only 3 heavy support. He was Uthwe craftworld. He did Mindwar my Lord 4 times. He only succeded 1 time for 2 wounds. He used double range powers and increase save powers and all that but when you have 60 shots comming into a squad it wil kill something.
But purpose of this thread is to ask what else I may need to do with the necron army I played when going against other armies. I like the general ranges I have with the setup but not sure how it will work agaisnt IG or Nids. Which Is were I need the most help. Will likly be fighting nids this weekend.
Last edited by akito; September 7th, 2005 at 16:58. Reason: spelling
What you have looks like it could be quite effective against nids. You still might want to throw in some heavy destroyers to kill monsterous creatures. Some basic scarabs might be nice to have as well so that you can tie up his CC specialists before they tie up you shootiest squads. You might not need the veil of darkness since nids are not an army that you want to get close to, but if you do keep it, use it to get out of CC.
PS set up farther than 24 inches away from nids. It keeps him from getting into CC on the 1st turn. Don't worry too much about getting into weapons range. They'll come to you and they'll get there fast.