Oh boy! I haven't gotten to do this in a while! :sinister:
Welcome to the forum Durandall. And a further welcome to the Necron Tomb!
There was this part when you joined the forums, where it gave you the rules, and you didn't read them.
Go read them.
But most of all I just hope you enjoy your stay with us.
Ah ok, now that that is done, where is my pitchfork and chainsaw... 'tis list trimming time.
I see where you are coming from as far as a tactical standpoint goes. However you are splitting your forces around a little too much, and are running short in a few key places. in 1.5k games, most players prefer to have around 3 squads of 10 warriors, this keeps your phase out numbers high, and more importantly, gives you scoring units for objective games. Warriors don't have the best hitting power in the game, however they are reasonably tough against most things, even moreso with a resorb. And then close combat happens and they all freaking die on you. (insert rant about sweeping advance here)
For specialist units such as destroyers and wraiths, (especially destroyers and wraiths) it tends to be most effective to have them in two units of 3 (or more with destroyers but 2x3 is baseline optimal).
This way you have numbers to support damage output, makes the units more flexible, but most importantly if one squad all dies off, they still get WBB! and then you potentially get a BIG squad (like...4-6). The only specialist Necron unit this doesn't ALWAYS hold true for is immortals, because they are so unbelievably tough.
Monolith is fine.
Destroyer lord is something I like to include. The extra mobility and toughness, though not always useful, are pretty handy to have around in some cases. Even though my lord almost always ends up playing babysitter with the warriors, being able to charge out and tie down a unit of enemy assault troops, while staying in res orb range, can be pretty handy.
I've found having a pair of loan heavy destroyers like that is VERY strong in some cases. However to really maximize this effect tomb spyders are a bit important. Otherwise just make sure to keep both of them within 6" of one another. Even though lascannons are, and I quote "horrible for killing heavy vehicles" I never seem to have a problem popping Leman Russ from halfway across the board with my HDs.
Against those opponents, I feel you would strongly benefit from a few heavy hitting Close Combat soldiers. I like to call these tombspyders (or minivans). When 2/3 close combat issues come a-knocking, tomb spyders are there to jump screaming out of the doorbell and rip their face off. (these two issues are hordes, and skirmisher specialists, the third is what I call super-heavy assault units). Also they work reasonably well to finish off vehicles, add a few wounds to your friendly neighborhood Character, and take shooting hits like champs. Oh also forgot to mention the JOY that is charging an enemy troop squad with them. If you have problems with close combat, look these guys up.
I will say this, your list, if used well in a friendly environment, could very much work, though the "old standard" lists (Orblord, 3x10 warriors, 2x3 destroyers, monolith, tomb spyders) may be a bit easier to start up with. A big part of 40K is learning what works for YOU, so go play, and learn.
Also, sorry for that huge essay on new army lists and such, I got a bit overexcited. :solider: