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Made in au
Sister Oh-So Repentia




Brisbane, Australia

Hello again everyone.

I'm looking at having a go with a necron army for a bit of a change.

After looking at a few options and what will hopefully be okay in 5th, I decided on a few things.

I don't have the dex yet, but after seeing the new sets on the GW online store, I was thinking something like this (if it fits)

Necron Lord with Veil and orb (200?)


48 warriors (864)

Monolith

6 destroyers (300)

My presumption is that this would be a decent army, that would work well in 5th.

Any ideas or tips for necrons at this point limit?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

This army should work. You have Lord and Monolith for teleportation.
Keep the 2x3 Destroyer squads together for WBB.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Focused Fire Warrior





Huntsville, Al

Destroyers work better in packs of 4 or 5.. So I would run them in squads of 4's.. Other then that, Immortals is the next way to go. A unit of 8, or 2 of 6 really helps.

Sometimes you just have to let em' go... 
   
Made in au
Crazed Spirit of the Defiler






Add a unit of scarabs from the army box - great for hitting fast moving infantry like assault marines, raptors or crisis suits and holding them up. Heck, a unit of 10 once ganked 10 assault marines lead by a chaplain.

 
   
Made in us
Regular Dakkanaut





Michigan

Aside from the monolith you don't really have any AT.
   
Made in gb
Morphing Obliterator





your list actually comes to about 1600pts with the upgrades youve given your lord.

its a good start to an army (and an exellent box set). play a few games as it is and get a feel for necrons, then add some more/different models depending on what you think you need to make it better. scarabs are probably a good idea to tie up things that get into assault too fast for you to shoot, especially in 5 where there is no more overrunning into new assaults. heavy destroyers may also be a good addition if you have trouble with heavy vehicles, which you cant really glance to death anymore.

play with them a bit first. you may even decide you dont like them at all.



taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in se
Dakka Veteran




Just skip the veil, since you dont have any special units you wanna veil with. But other then that you look set for some basic games with necrons. There are a ton of more advanced upgrades but that looks really solid.

For additions go for 2 units with hwy destoryers, 1-3 in each. Just make sure you have 2 units so you get WBB on them.
   
Made in us
Irked Necron Immortal




Is it ever a good idea to have one larger unit of warriors leading the way for smaller units? I'm thinking the VoD could then be used to have that unit as a large buffer that will disappear and reappear to join in with the rest of the army to shoot at whatever just assaulted it.

Oh and I hate scarabs. A unit of 5 or 6 with disruption fields killed my LRC and the next turn they were all wiped out expect for my HQ... That was an 80-96 point unit practically owning an almost 500 point package.... So yeah, take them if you can. Too many people have horror stories going up against those little *****.
   
Made in us
Fresh-Faced New User



Memphis, TN

Veil works great with a squad of immortals. My buddy runs a squad of 10 with his lord w/ warscythe and veil. Bounces around the board shooting things and if you can ever get him into combat, the lord packs enough punch and the immortals are tough enough to survive most anything until they veil out 6" away and shoot you to death the following turn.

Just a tip. Otherwise, what you got is a great place to start. As for the lack of AT, Necrons only really get AT from heavy destroyers and monoliths, the former being kind of crap. Pariahs in combat maybe, but they're too expensive and don't count as necrons = not useful.

Remember gauss weapons can hurt any tank, I've seen a squad of warriors do some damage to tanks. A squad of 12 warriors firing at any tank (ANY!) within 12" (rapid fire) will blow it up nearly 50% of the time. (24 shots, 16 hits, 2.666 6s = glancing hits, .45 chance of glancing 6 x100 = 45%)

I wouldn't be that worried about that, especially with s6(?) destroyer guns floating around and they're ability to pump out shots.
   
Made in us
Kinebrach-Knobbling Xeno Interrogator



America... Feth Yeah!

This list can not be changed as he is referring to the $200 1500 army set being sold on the GW site for the release of the 5th ed. But after purchasing, I would strongly suggest taking out 12 of the warriors and putting in 6 immortals.


 
   
Made in us
Regular Dakkanaut





Michigan

MrMiscreant wrote:Veil works great with a squad of immortals. My buddy runs a squad of 10 with his lord w/ warscythe and veil. Bounces around the board shooting things and if you can ever get him into combat, the lord packs enough punch and the immortals are tough enough to survive most anything until they veil out 6" away and shoot you to death the following turn.

Just a tip. Otherwise, what you got is a great place to start. As for the lack of AT, Necrons only really get AT from heavy destroyers and monoliths, the former being kind of crap. Pariahs in combat maybe, but they're too expensive and don't count as necrons = not useful.

Remember gauss weapons can hurt any tank, I've seen a squad of warriors do some damage to tanks. A squad of 12 warriors firing at any tank (ANY!) within 12" (rapid fire) will blow it up nearly 50% of the time. (24 shots, 16 hits, 2.666 6s = glancing hits, .45 chance of glancing 6 x100 = 45%)

I wouldn't be that worried about that, especially with s6(?) destroyer guns floating around and they're ability to pump out shots.


A squad of 20 warriors in 5th will NEVER outright kill a tank. So unless you take heavy destroyers, you might as well throw in the towel against any mech army. And how are heavy destroyers crap? Unless you are playing them like they expendable, they should NEVER be in range of anything but lascannons / plasma cannons. And even then, they should be in cover...and still get WBB. So yeah, unless you want to lose to anything with 3+ tanks, take 2 units of heavy destroyers.
   
Made in us
Fresh-Faced New User



Memphis, TN

@ Brado - you're right, I was still thinking 4th ed vehicle damage rules, my bad. Hvy destroyers aren't that bad I just think they're expensive for what they are.
   
Made in us
Grisly Ghost Ark Driver





NC

This army should work rather well. Pherhaps pick up a few more destroyers in order to max out two squads and definatly take scarabs, they are very valuable.

Falcon Punch!


 
   
 
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