Welcome to Librarium Online!
As a service to those new to the Necron fold, and those who are just looking for new ways to use the Necrons' single HQ (C'Tan don't count in this instance), I put forth this thread, wherein the veterans of many Necron Harvests can put together a proper analysis of the Lord.
To the moderators, I would ask that if this thread develops properly, it be pinned with the other developed tacticae.
To the veterans of this board, I welcome and encourage your input, which I will incorporate into this Tactica and, of course, credit you for.
More to follow. :yes:
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The Necron Lord, its Uses, its Nature, and its Equipment
What's a Necron Lord?
The Necron Lord is the only non-special character HQ unit available to the Necrons. This is a double-edged sword. On the downside, it means that we are somewhat lacking in variety and our means to carry more of our cool (if also somewhat limited) wargear is diminished; it means we are more suceptible to predictability, which is tantamount to defeat. On the upside however, we are able to create very efficient, flexible and versatile units that are almost universally tough to handle. Another, less appreciated, upside is that, with fewer HQ choices and less Wargear to choose from, it is harder to make a really bad HQ choice. Of course, it is always possible to misuse a Lord, given certain Wargear loadouts.
What's Not to Love about the Necron Lord?
The Necron Lord is quite expensive, as is Necron Wargear. This means the Lord must be used efficiently. In order to avoid needlessly throwing away points or being caught in a role the Lord is poorly outfitted for, the Lord must be selective about which units it supports, which units it is supported by, and which Wargear it is issued. Additionally, the Necron Lord can be outclassed by much bigger HQ units. The Necron Lord will never be able to be tooled-out to the extent of a Chaos Lord and many newer Necron players make the mistake of thinking it can be.
What Roles Does the Necron Lord Excel In?
The Necron Lord can effectively fulfill any role except sniping. With certain items of Wargear and supported by certain other units it can be used very effectively as:
- File Officer
- Fire Magnet
- Character Hunter
- Rank-and-file Hunter
- Terminator Hunter
OK, How Do I Use My Necron Lord to do...?
File Officer: Necron Lord with Staff of Light
This is the cheap-and-cheerful Naked Necron Lord. Given no Wargear, he is assigned to escort one or more units of Necron Warriors. He looks pretty exposed, doesn't he? Have no fear and look at his stat-line. He's quite strong and quite tough. He's got plenty of wounds too. Moreso, the Staff of Light is a pretty good weapon, isn't it? His short-range shooting and close-combat ability can effectively protect up to three units of Necron Warriors and will cause opponents to re-think their plans to assault with less than overwhelming force.
At quite a bargain, in Necron terms, the File Officer shows that sometimes the best loadout for the Lord is nothing at all.
Medic: Necron Lord with Staff of Light and Resurrection Orb
In larger games, the Resurrection Orb is a must, and I always have this Lord loadout supporting my Warriors. In smaller games, where there are fewer MEQ insta-kill weapons, the pricey Resurrection Orb can be left on the Tombship and the Warriors can be effectively supported by the Naked Necron Lord. Fulfilling a similar role as the File Officer, this Lord covers as many units as possible with the Orb's effect. However, because of the value of the Orb, the Lord should not be so hasty to rush into combat, lest the orb be lost. Nonetheless, it still can and should be used as a defender of the Warriors' line when need be. For example, in a two-thousand point game, I have around forty Warriors. All are covered by the effect of the Orb; however, they are too spread out to be assisted by the Lord in most assaults. Therefore, I retain one or two Tomb Spiders to assist in defending the Warriors from melÃ©e attacks.
Rank-and-file Hunter: Lord with Destroyer Body and Lightning Field
Since the Necrons are decidedly lacking in hand-to-hand speed, this Lord, especially when used in concert with a large number of Scarab Swarms can wreak havoc on larger units of weaker troops and even smaller units of Marines (or MEQ's, Marine Equivalents, i.e. things with a Power Armor Save). The Jetbike-equivalent speed of the Scarabs and the Destroyer Lord is essential in closing in on Eldar Guardians, Tau Fire Warriors, Dark Eldar Warriors, Imperial Guardsmen, etc.
What Sort of Combinations Should I Avoid Using?
Both the Veil of Darkness and the Resurrection Orb
This is a commonly seen combination and it vexes me to no end because of the inefficiency inherent in it. Both pieces of Wargear are very expensive and together they make an absurdly expensive Lord, maximally expensive in fact, because those two items add up to the maximum number of points' worth of Wargear a Lord can take. As efficiency is the name of the game for a race made of machines, a Lord carrying "the Big Two" is never going to be making full use of either. When combined with the Veil of Darkness, the Lord is usually leading a unit of Immortals. Immortals are quite tough and even a Lascannon cannot prevent them from getting back up. Therefore why is it necessary to protect such a tough, mobile unit with the Resurrection Orb when there are many units of Necron Warriors who would benefit much more from the Orb's effect?
Last edited by Quick; October 20th, 2006 at 18:47.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
Not in my game you won't!!
:wacko: Haha, I saw your Pink Rabbit avatar and I got halfway through this reply in German before I realized I was in the wrong thread.
With regards to carrying both the Orb and the Veil, I have been on both sides of this issue. I used to carry it as a standard loadout for my 'Flying Circus'. (Lord, Veil, Immortals; for the newer players.)
Carrying both is safer and more conservative, this is true, but consider the high cost of everything in the Necron list. That Orb is worth an extra two Immortals, two Pariahs, three Warriors, a Destroyer, etc.
Considering the perfect mobility of the Veil and the long range of the Gauss Blaster, the simple solution to avoiding hand-to-hand combat is to never get into it. If you never get into close combat, you never need the Orb.
I would much rather carry the Orb close to the Warriors, thus having the most points' worth of units covered with the Orb's effect and therefore using the Orb most efficiently. Moreover, consider the psychological impact of the Orb. When my opponents see a line of Warriors led by a Lord with the little blue ball (I paint my Orbs blue) they throw much stronger fire into the Warriors, even though this makes no sense from a tactical perspective. All that fire is thus not being directed at my Destroyers, my Monolith or my Immortals.
This is a matter of "Better safe than sorry" versus "Who dares, wins." :sleep:
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
Noes, I was wirting up a lord tactica :wacko:
Anyway, nice tactica although somethings I would disagree with, will go over it fully later.
The Destroyer Body is an Wargear item that, IMO, is one of the best items you can stick on your Lord. Give him a res orb and warscyth, stick him with a squad of wraiths and you have unit that can kill almost anything in the game. The wraiths and the D-lord can move 24" a turn, so you can get into assault by the second turn. IMO this is what this unit should be used for, getting into CC with units that could kill your warriors. The wraiths are S6 and get 4 attacks on the charge, The D-lord w/warsycth gets 4 attacks and the the warsytch is a power weapon,. If you get into CC with a T3 enemy and you can instant death 16 enemys in one turn, if your lucky.
You can also stick the lord with a unit of destroyers, which can boost around the battlefield, destroying the enemy from afar. The res orb on the lord will make sure you get a save on your destroyers. This can keep one of the most effective units to the necron player's desposal alive.
W/T/L- 85 Billion/1/4
Instant-kill 12 T3 models. The lord has S5.
If you put a lord equipped like that with destoyers, it's 170 points, and the only thing you're getting out of it is the res orb. Destroyers are T5; nothing short of S10 will negate their WBB. I'm ignoring close combat, because with the equivalent of a 36" Assault 3 weapon and a 12" move with 24" powerboost in extremem situations, you should rarely (and the only reason I don't say never is a personal extreme distaste for absolute words) get into cc with your destroyers. All those points down the drain could just buy anoter group of 3 destrroyers, with points to spare.