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Ive been playing with necrons since their first tentative appearance in second edition. I still play with necrons based on their raider style list in chapter approved, before thir new codex, and appart from the new wargear the only new thing i use is the tomb spyder, especially in the new rules. I read a lot of lists, and think i should make a big point that i find they still work best under the old raider list, ie the new spangly shiny units are a distraction from the core. Heavy Support? Necrons dont need it. They didnt have one in the old list and dont need them unless in big games now. For critique below is my standard list for tournaments, made to deal with most armies. I only really suffer against tau due to their superior firepower.
Lord - res orb
8 Scarab Swarms
I avoid C'Tan due their stupid power and not being needed in the original lists.
-actually you chould do prettty good against tau, as you havce a solid base thhat they will have a very hard time taking out.
- it's extrememly fast armies that you should have trouble with, as dark eldar, mechanised eldar, speed freaks, and tyranids, will be in close combat on turn 2, and from there you are stuck, with no CC units, no teleporting, and not enough long range to stop them.
-also maine/chaos/SOB armies wil pose a broblem, as you can nothing against their saves, and marines or chaos in CC will sweep through you pretty fast.
-i would definatly recomend trying out some of the new shiny things and see how you like them, before losing them entirely. especially the VOD, the monolith, and destroyer lords could so you some good.
Procrastination- hard work often pays off over time, but laziness always pays off now.
Indifference- it takes 43 muscles to frown, and 17 to smile, but none to just sit there with a dumb look on your face.
-Votewar 40K III= 1st place
-Votewar 40k mini= 2nd place
-Votewar fantasy 2= 2nd place
Original Necrons, the Mechanical Egyptians. haha
I remember those in the "Enemies of the Imperium" Box, I believe.
I have a few of the original Raiders and Scarabs on my shelf.
What I miss from the originals is the Scarabs' ability to explode.
I would like to see that in the next codex revision, if we ever get one.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
i nice list. i myself use a very similar list. Nothing beats a nice hard core of immortals and warriors.
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I bought 5 of the old warriors and since ythey are so big, i use them as Immortals in the current rules. The Scarabs it came with i lost, but iwas going to put them on my Lith as a cool design or something.
cheers for feedback. Close combat units are my first priority for shooting, marines die when forced to make lots of saves, dark eldar are pap. In my experience anyway.
Exploding scarabs were awesome. Take 10 scarabs, fly them into that scary terminator unit and watch every terminator in base contact take a st 3 ap 2 hit PER SCARAB! that means if a terminator is in contact with 5 scarabs he will take 5 hits!!! They were very sick and can see why they no longer do this.