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My 1850 Necron list looks (something) like this:
1 Lord - Res Orb, VoD
1Lord - Res Orb, Dest. Body, Phase Shifter, Warscythe
10 Immortals
10 Warriors
10 warriors
11 warriors
7 (or 8) Scarabs with Disrutption Field
2 Wraiths
3 Destroyers
1 Monolith
I almost always deploy in a classic refused flank set-up with my Monolith out on the flank toward the center of my deployment zone, in a sort of "f-you, shoot at meh!" maneuver. Contrary to how it looks, this army is also VERY mobile, as half of it can move 12"/turbo boost, and 2/3 of the warrior units can be moved great distances in one turn with the veil and the 'Lith.
I just try to move up one flank and engage half of my opponents army with all of mine, sending out the scarabs in their usual tank-hunt/tie-up role. Due to the actual speed of my army I can actually switch flanks readily in the opening turns of the game if necessary. Stay out of HtH, but in Rapid-Fire range, and try to pwn pwn pwn.
I know Immortals are expensive, but they are definitely worth the money if you're playing Necrons.
With your army already containing a 'Lith, Tomb Spyder, and Scarabs, I would DEFINITELY steer clear of a C'tan. Your phase out number is already compromised.
In your list I would drop the Tomb Spyder, and the Flayed Ones.
Tomb Spyders are too slow to be effective, and if you make scarabs with them, they just get shot that much easier as even one base makes the majority toughness 3! Not hard for a standard unit to put 5 wounds on a T3 unit with shooting. In CC Hidden power fists make T3 a REAL liability, and even if it's just the T.S., T6 is just as susceptible to wounds, if not to Instant Death.
Flayed Ones are usually a matter of personal preference, but without even a single power weapon or invuln save I find they often don't accomplish the role they are almost always relegated to: Counter Assault. Take more warriors, engage at range and use your gauss to your advantage.
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