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Made in us
Pile of Necron Spare Parts





HQ
Necron Lord 185
-Phase Shifter
-Gase of Flame
-Destroyer Body
-Warscythe

Troops
10x Warriors 180
10x Warriors 180

Fast Attack
5x Destroyers 250
5x Destroyers 250
9x Scarabs 108

Heavy Support
2x Tomb Spiders 110
1x Monolith 235

Total: 1498

 
   
Made in us
Lord Commander in a Plush Chair






Not enough warriors. lose both squads and 4 of your destroyers and your army phases. also you cannot take objectives very well with only 2 scoring units. Drop a few destroyers for at least another unit of warriors

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in us
Pile of Necron Spare Parts





HQ
Necron Lord 210
-Phylactery
-Nightmare Shroud
-Destroyer Body
-Lightning Field
-Warscythe

Troops 540
10xWarriors
10xWarriors
10xWarriors

Fast Attack 460
4xDestroyers
4xDestroyers
5xScarabs

Heavy Support
1xTomb Spider XX
1xMonolith XXX

Total: 1495

This message was edited 1 time. Last update was at 2010/02/28 08:18:18


 
   
Made in us
Pile of Necron Spare Parts





Any better?

 
   
Made in us
Irked Necron Immortal




Personally, I like to have a way to teleport every Warrior unit I field. So for me, that's taking VoD and a Monolith or 2 Monoliths as compulsory...adding another Monolith for each additional unit of Warriors. There are too many situations were assault will ruin your day, so being able to teleport a potential 24" away really helps.

Also, Necrons are just not good at taking objectives. Our scoring units are too slow, and if we take too many Warrior units, then we're not using enough points on the truly killy units--Destroyers, C'tan, Immortals, etc. In pick up games, I find that protecting your Warriors until turn 4-5 is usually a great strategy. When it's time, you take an objective, two if you can swing it, and use the fast/killy/hard units in the rest of your army to contest or clean off the other objectives. In tournaments, you won't be able to compete with the best of the other competitive armies in terms of capturing objectives...

All that said (and me refraining from suggesting you make your list look more like mine), I like your first list better. Your phase out number requires the opponent to kill 24 Necrons--which with proper deployment and maneuvering is difficult at 1500. Your second list just increases the phase out number by 6...which isn't a lot compared to the amount of offensive power you gave up to get a weaker unit of Warriors which requires protection. I would drop enough Scarabs to give them disruption fields or Lightning Field to the Lord to allow them to either hunt slow/immobile tanks or travel with the Lord to make use of the Lightning Field. The Destroyers will be the MVPs of the list (as they should be), so the Lord will need to concentrate on the biggest threat to them. Keep the Spiders back to screen the Warriors, and keep the Monolith close so at least one unit of Warriors has a way to escape.

The second list just has too much to protect with those 30 Warriors in 3 units...sure you could keep them in reserves to protect them...but then you're admitting that 180-540 points of your army is a waste.

This message was edited 2 times. Last update was at 2010/03/01 06:15:33


 
   
Made in us
Pile of Necron Spare Parts





@Marshal_Gus
I would actually really like to see ur list. Plus i know what you mean by the slow moving vulnerable warriors, so i was unsure about taking a destroyer lord instead of taking a footslogging one, which i'm guessing would stay close to the warriors for a turn 5 capture, but if i did that i think it would be waisting a good 210 points of my army for the first 4 turns.

I always try to get the monolith in with deal strike, so i can get close and cause some havoc with the gauss flux and tele some troops in for a rapid fire with the lord there for veil(if i took the footslogger). Or atleast something that would cause some havoc >.>, not to sure about risking a squad of warriors w/o the lord there with them, although the destroyer lord with the scarabs would be able to do something that would most likely divert the opponent away from the warriors. Either that or screen the warriors like you said. I'm also not sure if i want to just hang back with them or atleast get some sort of offensive play going with them. I normally aim for transports first, glance to immobilize and try and take out a weapon on a tank.

 
   
Made in us
Irked Necron Immortal




At 1500 I would run something like:

Lord
-Veil of Darkness
-Warscythe
-Chronometron
-Gaze of Flame
20 Warriors
10 Warriors
4 Destroyers
4 Destroyers
Monolith
1 Heavy Destroyer
1 Heavy Destroyer

My normal list is 1850 where I include a Nightbringer and drop the Chronometron.

I rarely DS the Monolith. I need it to be on the table pumping out particle whips and giving me extra WBB saves. You can't rely on it to come in when you need it. It draws a lot of fire away from the Destroyers, which are the bread and butter of Necrons.

I use the Lord to jump around with the large unit of Warriors to pick off isolated units...they usually start jumping by turn 2 when the enemy has had time to spread either due to his tactics or my Destroyers popping transports, forcing him to split up.

Transports are definitely your #1 priority. The Destroyers do a fine job against AV 10-11, and the Monolith+Heavy Destroyers usually cripple/destroy the 1 Land Raider people bring at 1500.

I advise avoiding 'alpha strikes' because we don't have the offensive power for it. By alpha strike I mean putting your unit(s) in a kill or be killed situation. Deepstriking Chaos terminators with combi-meltas or Tau Crisis Suits with fusion guns come to mind as a shooting alpha strike...TH/SS terminators rumbling out of a Land Raider could be an assault alpha strike. But other units such as Tactical squads, Dire Avengers, or IG veterans can get in and out of various situations that Necrons just can't with the same consistency. Basically, keep your distance at all times. Be content with a few shots at 24" in the first few turns. Do not get into rapid fire range unless you need to or you have a very specific idea (the veil of darkness really helps me realize specific ideas). If I'm rapid firing with unit by turn 3 and I don't have a good explanation for why...then I've probably done something to lose me the game in my first two turns. Don't let your Destroyers get cornered either, and always have an escape route for the Warriors. If a Necron army stops moving, then they've either (a) sealed the victory or (b) tucked their heads between their legs to kiss themselves good-bye.

I believe the Necron's priorities should be
1-Survival
2-Taking out enemy assault transports
3-Creating as many options as possible for their Movement phase

edit: Just to clarify: sometimes alpha strikes are necessary. I played a tournament yesterday where I needed every shot in my army to immobilize a Land Raider (finally got a glancing 6 on my 12th and final glance...the Redeemer had 1 weapon left) so I could assault it with my Nightbringer for a second time...I didn't roll any 6s on the first assault. That turn completely stalled his advance allowing me to turn the game around. I nearly tabled him, and it's all thanks to a timely alpha strike that I was forced into...

...but if it didn't work, he probably would have phased me out in a turn or two.

This message was edited 3 times. Last update was at 2010/03/01 07:48:09


 
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Audio., I really like your second list. Tomb Spyder and Destroyers aren't my cup of tea, but I can see them being effective. I don't see the effectiveness of the Phlactery or Nightmare Shroud. The Phlactery is to much of a gamble for what could buy you a scarab and the Nightmare shroud will barely ever work. I would drop both and use the saving for more Scarabs and a Gaze of Flame. GoF, IMO, is the most valuable piece of wargear available to the Lord.

How are you planning on running the lord?

Love your signature Logo BTW!

This message was edited 2 times. Last update was at 2010/03/01 07:59:01


 
   
Made in us
Pile of Necron Spare Parts





@NecronLord3
Hey thanks on the compliment ^^, I have sig request thread if u'd like me to make one =D.
http://www.dakkadakka.com/dakkaforum/posts/list/281716.page .

I plan on running the lord with the scarabs as a transport to get up close, pop off a nightmare shroud,
and really just cause some havoc, he's really just a disruption tactic.

>.> 2nd list 1st list, what am i to do!!! xD.

@Marshal_Gus
Have you found heavy destroyers useful? I mean they are very fragile, for maybe a pen
on a heavily armed tank, but I've heard that they get destroyed really by turn two, like you
said, are they really just there to pop say a land raider and then stop there?

 
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

I like to put Heavy Destroyers and the Monolith in my list(also a C'Tan). It creates two heavy support units that draw allot of fire from your opponent and/or has the killing power to make up for our Gauss loses in 5th. However, I also play between 1750 and 2000pts regularly.

I will get some pics of my new Destroyer Lord and take you up on that Sig. offer!
   
Made in us
Fell Caller - Child of Bragg







Kommissar Kel wrote:Not enough warriors. lose both squads and 4 of your destroyers and your army phases. also you cannot take objectives very well with only 2 scoring units. Drop a few destroyers for at least another unit of warriors


No, this is terrible advice. Go back to 3rd where warrior spam was at least decent since glances could kill vehicles. Your opponent will not likely be able to kill twenty T4 3+/3+cover (go to ground if something nasty is coming) wounds that have the practical equivalent of FNP.

OP, your list is solid except you're fielding too many scarabs and they don't have disruption fields. Cut down to 5. I'd recommend cutting the Spyders because they almost always disappoint me, you should be able to squeeze a second orb lord in there for insurance. Cut Gaze if you have to.

Aside from that, looks great to me. Monolith keeps your guys alive and in cover while you mow down infantry and transports with your jetbikes. This is more or less the same 1500 list I run.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Pile of Necron Spare Parts





Oh also there is a 1000 point tourny at my local GW and heres what I'm considering fielding.
HQ
Necron Lord
-Warscythe
-Destroyer Body
-Gaze of Flame

Troops
10xWarriors
10xWarriors

Fast Attack
4xDestroyers
4xDestroyers
5xScarabs
-Disruption Fields

Total : 995

 
   
Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Looks solid! Never cut GoF.
   
Made in us
Fell Caller - Child of Bragg







Audio. wrote:Oh also there is a 1000 point tourny at my local GW and heres what I'm considering fielding.
HQ
Necron Lord
-Warscythe
-Destroyer Body
-Gaze of Flame

Troops
10xWarriors
10xWarriors

Fast Attack
4xDestroyers
4xDestroyers
5xScarabs
-Disruption Fields

Total : 995


Should be pretty solid, your biggest problems are going to be ML spamming and artillery/demolisher spamming, but luckily most people don't do that at 1000 points.

One time some ass brought 3 Demolishers at 1000 points, but for some reason decided to squadron them. I charged in with my Lord on the second turn (he had shot all three at the monolith, immobilizing it) and got 3 hits, 3 penetrates... immobilized, wrecked, weapon destroyed. Basically cost home like 550 points in one charge.


Automatically Appended Next Post:
Audio. wrote:

@Marshal_Gus
Have you found heavy destroyers useful? I mean they are very fragile, for maybe a pen
on a heavily armed tank, but I've heard that they get destroyed really by turn two, like you
said, are they really just there to pop say a land raider and then stop there?


While I'm here, no. Heavy Destroyers are useless, and stupidly redundant.

Against AV10 and 11, 200 pts worth of regular destroyers are mathematically better at killing vehicles.

Against AV12+, 200 pts worth of regular destroyers are mathematically better at disabling vehicles than heavy destroyers are at killing or disabling them.

Not to mention that, at AV12+, monoliths (which only cost 40pts more than a full squadron of H. destroyers) are mathematically equal to or better than dealing with AV12 or higher, and are practically immortal compared to destroyers that can get wiped out by bolter fire.

Never take heavy destroyers, they're a crappy point sink and a liability.

This message was edited 2 times. Last update was at 2010/03/01 21:06:58


Over 350 points of painted Trolls and Cyriss 
   
Made in us
Pile of Necron Spare Parts





Thanks guys for the advice!!
I will be sure to get a battle report up the next time i use it.

This message was edited 1 time. Last update was at 2010/03/01 22:56:10


 
   
Made in us
Irked Necron Immortal




Looks like a solid list at 1000. Best of luck to you.

Audio. wrote:
@Marshal_Gus
Have you found heavy destroyers useful? I mean they are very fragile, for maybe a pen
on a heavily armed tank, but I've heard that they get destroyed really by turn two, like you
said, are they really just there to pop say a land raider and then stop there?

Ostrakon wrote:
While I'm here, no. Heavy Destroyers are useless, and stupidly redundant.

Against AV10 and 11, 200 pts worth of regular destroyers are mathematically better at killing vehicles.

Against AV12+, 200 pts worth of regular destroyers are mathematically better at disabling vehicles than heavy destroyers are at killing or disabling them.

Not to mention that, at AV12+, monoliths (which only cost 40pts more than a full squadron of H. destroyers) are mathematically equal to or better than dealing with AV12 or higher, and are practically immortal compared to destroyers that can get wiped out by bolter fire.

Never take heavy destroyers, they're a crappy point sink and a liability.


I only take Heavy Destroyers so that my Destroyers don't have to waste shots. Having 1 model at 65 points being able to take out a transport, snipe single models, or soften up TEQs has come in handy on many occasions. When there is a Rhino full of Berzkers closing in, do you really want to waste Destroyers on the Rhino? Use a the cheaper Heavy Destoyer to get a chance to pop/immobilize it and then use the Destroyers on another target. In short, Heavy Destroyers are there to enhance the effectiveness of the other units in the army.

I would agree that choosing Heavy Destroyers over Destroyers is a very bad idea in part for the reasons Ostrakon mentioned. Heavy Destroyers are not MVPs by any stretch. Destroyers take that cake with the Monolith and C'tan close behind. Immortals seem to be solid, too, but I never use them for monetary reasons mainly.

If you do nothing but mathhammer, you're not playing the game. On the other side of the same coin, if your play-style and experience tells you not to take Heavy Destroyers, then don't. As for me, they're a staple in my larger lists because they fill the little annoying gaps that pop up from game to game. For my style, it's good to have a unit that can do damage yet can be 'thrown away' for a tactical purpose.

This message was edited 1 time. Last update was at 2010/03/01 23:47:33


 
   
Made in us
Fell Caller - Child of Bragg







Marshal_Gus wrote:Looks like a solid list at 1000. Best of luck to you.

Audio. wrote:
@Marshal_Gus
Have you found heavy destroyers useful? I mean they are very fragile, for maybe a pen
on a heavily armed tank, but I've heard that they get destroyed really by turn two, like you
said, are they really just there to pop say a land raider and then stop there?

Ostrakon wrote:
While I'm here, no. Heavy Destroyers are useless, and stupidly redundant.

Against AV10 and 11, 200 pts worth of regular destroyers are mathematically better at killing vehicles.

Against AV12+, 200 pts worth of regular destroyers are mathematically better at disabling vehicles than heavy destroyers are at killing or disabling them.

Not to mention that, at AV12+, monoliths (which only cost 40pts more than a full squadron of H. destroyers) are mathematically equal to or better than dealing with AV12 or higher, and are practically immortal compared to destroyers that can get wiped out by bolter fire.

Never take heavy destroyers, they're a crappy point sink and a liability.


I only take Heavy Destroyers so that my Destroyers don't have to waste shots. Having 1 model at 65 points being able to take out a transport, snipe single models, or soften up TEQs has come in handy on many occasions. When there is a Rhino full of Berzkers closing in, do you really want to waste Destroyers on the Rhino? Use a the cheaper Heavy Destoyer to get a chance to pop/immobilize it and then use the Destroyers on another target. In short, Heavy Destroyers are there to enhance the effectiveness of the other units in the army.

I would agree that choosing Heavy Destroyers over Destroyers is a very bad idea in part for the reasons Ostrakon mentioned. Heavy Destroyers are not MVPs by any stretch. Destroyers take that cake with the Monolith and C'tan close behind. Immortals seem to be solid, too, but I never use them for monetary reasons mainly.

If you do nothing but mathhammer, you're not playing the game. On the other side of the same coin, if your play-style and experience tells you not to take Heavy Destroyers, then don't. As for me, they're a staple in my larger lists because they fill the little annoying gaps that pop up from game to game. For my style, it's good to have a unit that can do damage yet can be 'thrown away' for a tactical purpose.


Well, it depends on what kind of game I'm playing. In Annihilation, transports are free KPs for me because of Destroyers, and each unit is likely to get 2 or 3 so they get their 'points' back as far as I'm concerned. Usually I'd rather save the berserkers themselves for a particle whip shot. If I take away their main means of mobility, they'll be less likely to engage my warriors without being shot to hell for another turn or more.

And mathhammer is fundamental to making good decisions in this game. You might get an intuitive feel of how one unit might react to being shot at by another unit from playing a lot, but doing some basic probabilistics will accomplish the same thing, usually better. Two players with equal knowledge of the non-random aspects of the game - tactics, reading enemy tactics, overall strategy (even though building your armylist should have a fair amount of mathhammer baked into it): the one who knows how to quickly analyze the simply probabilistics of the situation will prevail.

And I'm not saying you need a math degree. I'm talking intro probability here. It's basic multiplication to figure out the expected number of casualties a unit will take by being shot at. It's also not terribly difficult to figure out the chances at least one shot from a unit will penetrate and destroy a given vehicle. Even expected losses/gains in assaults are simple enough to analyze, thanks to these dice rolls it's all in the realm of discrete probability.

Not to mention, if you can assign the right percentages to enemy tactics - for example, "What are the chances he shoots at this unit if I present it as a decoy", "What are the chances his genestealers run far enough to assault me?" you can do the math of expected gain/loss and really make the best decisions possible. Of course, only a seasoned player could answer those questions with any reasonable accuracy.

Over 350 points of painted Trolls and Cyriss 
   
 
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