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Made in au
Nimble Pistolier




Australia

Hey Dakkarites,

Another army list for your judgement and scrutiny.

2000 points


1. HQ

Necron Lord

Warscythe, Destroyer body, Phylactary, Chronometron


2. Troops

Necron Warriors x 15
Disruptor Fields

Necron Warriors x 15
Disruptor Fields

Necron Warriors x 15
Disruptor Fields


3. Fast Attack

Destroyer Squad x 3


Destroyer Squad x 3


Scarab Swarm x 10
Disruptor Fields



4. Heavy Support


Monolith


Tomb Spyders x 2
Particle Projectors



5. Elites

Immortals x 5
Disruptor Fields


Grand Total = 2000



Commentary

1. Unsure as to if there is enough warriors fielded. Potentially could reduce some of the scarab numbers to fill out another 5 warriors per unit to a nice rounded 20.

2. I've avoided the heavy destroyers, opting to field as many disruption fields as possible in my army.

3. Immortals - are they really worth it? I can see they are primarily used to hold off an enemy assault with their T 5...not sure about what other purpose they really can hope to achieve with such a small number (only 5 models in the unit!) Could scrap them and repurpose the points as suggested above to field some more warriors.



EDIT: Removed individual points cost as per forum rules. Also cleared up some minor confusion regarding the warriors/immortals.

This message was edited 1 time. Last update was at 2010/08/02 05:34:47


 
   
Made in gb
Fresh-Faced New User




Here are a few comments on your list-

-I generaly would never take more than 10 warriors in a troop choice. All it takes is for one bad sweeping advance roll and that's at least 17 gone in an instant with no WBB roll. Even more if you are fielding 20 per unit.

-I would drop Chronometron from the destroyer lord and add in the nightmare shroud and solar pulse.

-I would have 4 destroyers in each squad, instead of 3, especially at this point range.

-The tomb Spyders may be useful as a layer of defence when a CC unit gets a little too close for comfort but apart from that I see no real point.

-I have never fielded immortals. They are a tad expensive for my liking for something that is basically a slightly tougher warrior than can shoot a little better. I would rather save my 10 points per model and have a T4 troop choice than a T5 elite. If you do field them I have only ever really seen them with a lord that has the VoD, so they can teleport around destroying stuff. That's too much of a gamble for me though.

-I would drop the D.Fields, even without heavy destroyers you won't really need them, as 24 (or maybe even 30) destroyer shots glancing on a 6 will more than likely reduce any vehicle to shreds.

-On the plus side, love the Monolith. :-D

My 1750 point list is as follows:-


-Deciever
-Lord w/ destroyer body, nightmare shroud, solar pulse, Phylactery and warscythe.

-Warriors x 10
-Warriors x 10
-Warriors x 10

-Destroyers x 4
-Destroyers x 4
-Scarabs x 5

-Monolith



For 2000 points I would probably add on another 10 warriors and some scarabs, nothing major. Or if you think you could defend the warriors appropriatly, add in another destroyer to each squad and use the remaining for more scarabs.

I am not saying copy my list entirely (unless you want to) just that you need to have a plan, especially with Necrons, and here I am trying to bait my opponent with a low phase out number and then smash a God and a Monolith over their head. All the while the destroyers are taking out priority targets and the lord is just generally being a pain in the ****.

This message was edited 2 times. Last update was at 2010/08/01 22:03:49


 
   
Made in us
Adolescent Youth with Potential



Battle Creek, Michigan

I think that the list is ok, but I do disagree with the Lords War Gear. Your lord should always carry a Res Orb. You never want to lose a Necron to instant Death! (You can't afford too)
I am however a big fan of the "Destroyer Wing" which is Destroyers and more Destroyers......

A list that I would ru would be something like this......

Lord - With Warsythe, Destroyer Body, Phase Shifter (Invuln 4+...Hell yeah!!) and Res Orb (never play with out this)
11 Warriors
11 Warriors
11 Warriors
10 Warriors - Keep Away from the enemy.....Run away, stay away and hide with this unit. It will help you from phasing out.
3 Destroyers >>
3 Destroyers >>>> Run with the lord in the center (The Res Orb will Help) Plus move and shoot 3.....30 shots
4 Destroyers >>
5 Immortals
5 Immortals
Monolith - Keep 18" by all Warriors (Pull them from battle and reroll failed WWB)

I do agree with Manatee on two things Keep Warriors to 10 - 12 and Destroyers should be used for your offensive......Shoot the crap outta stuff...LOL

Mainly, Your list is okay...I just won't play the necrons that way.....I try to have alot of units min. numbers so they all don't die together.......

 
   
Made in us
Longtime Dakkanaut






Louisville, KY

Vulkin, there's no such thing as instead death for a Destroyer Lord, with the exception of another Warscythe hitting him.

To quote the codex:

"The Necron Lord is mounted on an otherwise unarmed Destroyer platform. He moves as if mounted on a jetbike and gets +1 toughness. As a result he can't be instantly killed by weapons with Strength 10."

Now seeing as there's not a single weapon out there that strikes above Strength 10 (even weapons that double the wielder's strength only do it to a maximum of 10) he can't be instakilled, therefore the res orb is a waste of 40 points.

Only take a Res Orb when the Lord will be grouped with Warriors. And if he has a Warscythe, he shouldn't be, ever... they have no business getting into close combat.

DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

What do Warscythes have to do with instant death? Anyway, force weapons and a few other odds and ends can still kill instantly, and power weapons, monstrous creature close combat, and similar still deny WBB. The Orb would also be protecting the Destroyers he's grouped with. That does open up an oddity of the situation. There aren't many things that can kill Destroyers instantly and although the Destroyer unit is a shooty one it's being given assault upgrades.

Agitator noster fulminis percussus est 
   
Made in us
Adolescent Youth with Potential



Battle Creek, Michigan

Saint Hazard.......?????
Since you have the codex you can also look up that the Res Orb can also help all units with in 6" of the Lord.........

Raxmei......
Thank you Raxmei for clearing up the power weapons in close combat and the use of the res orb. Seriously, thank you...

Silly Saint Hazard.........

 
   
Made in us
Longtime Dakkanaut






Louisville, KY

Warscythes cause instant death, as well as force weapons, which I'd forgotten about. But anyway, he shouldn't group the Lord with the Destroyers... you really don't want them in close combat. That's what Scarabs are for.

DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

SaintHazard wrote:Warscythes cause instant death, as well as force weapons, which I'd forgotten about. But anyway, he shouldn't group the Lord with the Destroyers... you really don't want them in close combat. That's what Scarabs are for.
My copy of the codex says it just negates all saves and rolls extra d6 against vehicles, nothing about instant death.

Agitator noster fulminis percussus est 
   
Made in us
Longtime Dakkanaut






Louisville, KY

Raxmei wrote:
SaintHazard wrote:Warscythes cause instant death, as well as force weapons, which I'd forgotten about. But anyway, he shouldn't group the Lord with the Destroyers... you really don't want them in close combat. That's what Scarabs are for.
My copy of the codex says it just negates all saves and rolls extra d6 against vehicles, nothing about instant death.

Whoops, you're right, thanks for the catch.

In any case, the point still stands.

DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ 
   
Made in us
Adolescent Youth with Potential



Battle Creek, Michigan

I think the subject was helping iLLiTHiD with his list. My point still stands with adding the res orb to the Lords War Gear. Which ever way it happens it would suck to loose ANY Necrons model without a WBB.....Lets face it losing one model is one model closer to Phasing Out.....

 
   
Made in gb
Fresh-Faced New User




Vulkin Jr. wrote:I think that the list is ok, but I do disagree with the Lords War Gear. Your lord should always carry a Res Orb. You never want to lose a Necron to instant Death! (You can't afford too)
I am however a big fan of the "Destroyer Wing" which is Destroyers and more Destroyers......

A list that I would ru would be something like this......

Lord - With Warsythe, Destroyer Body, Phase Shifter (Invuln 4+...Hell yeah!!) and Res Orb (never play with out this)
11 Warriors
11 Warriors
11 Warriors
10 Warriors - Keep Away from the enemy.....Run away, stay away and hide with this unit. It will help you from phasing out.
3 Destroyers >>
3 Destroyers >>>> Run with the lord in the center (The Res Orb will Help) Plus move and shoot 3.....30 shots
4 Destroyers >>
5 Immortals
5 Immortals
Monolith - Keep 18" by all Warriors (Pull them from battle and reroll failed WWB)

I do agree with Manatee on two things Keep Warriors to 10 - 12 and Destroyers should be used for your offensive......Shoot the crap outta stuff...LOL

Mainly, Your list is okay...I just won't play the necrons that way.....I try to have alot of units min. numbers so they all don't die together.......


As much as I like the idea of a destroyer wing I could only see it being useful against certian armies. The Deciever in my opinion is just a better option, making any unit take either a leadership or pinning test, leaving combat on a whim and generally being awesome. To boot you will always have something that blocks LoS, so he should be pretty safe until someone comes a little to close to your warriors..

Also, as much as I like the three groups of destroyers they deny the use of possibly the most underated thing in the codex, the scarabs. With these your lord gets a 2+ save on the turbo boost! and he can still pop of the nightmare shroud.

The reason I didn't give the lord the res orb is because I think it is quite outdated. There is so much cover now that you can just hide your troops. With a monolith and deceiver (hammer and shield ) protecting them they survive longer than you think. If you are allowing things to assault you then either you are rolling poorly (it happens to us all) or you are playing necrons poorly. You should at least be putting up a fight, instead of just saying, "meh, take a res orb". This denies so much more useful wargear.

The lord I made is not for hanging back, supporting troops it is meant to go into the thick of it and be a complete neusiance. Also, in DoW (a third of your games) the solar pulse will give you a free round of shooting when all your enemy can do is basically sit and watch. If you do hold him with three units of destroyers you are passing up the chance to zoom him around the board, using a 2+ covers, having literally dozens of wounds, has a weapon that ignores most invulnrable armour saves and rolls 2D6 for armour penatration. A 4+ invuln save would be nice but it just denies another piece of wargear, and since you will be benefiting from at least a 3+ cover save (swarm rule) you have at least Necrons moving 12" and at best Terminators moving 24".

One thing that annoys me is about the general consensus on phase out is that you should stock up on as many 'necrons' as possible, to bolster this number because eveyone just 'goes for phase out'. While I'm not saying take the minimum you have to remember that the two highest point units on my list will be impossible to ignore if you deploy them correctly.

Obviously the aim of the game is to have fun, and if you don't like playing necrons the way I would then that's obviously O.K., just don't sell my list short, because it really performs on the battlefield.

Already giving out advice SaintHazard?
   
Made in us
Adolescent Youth with Potential



Battle Creek, Michigan

Manatee......

I wasn't stating that your list was bad or to even ignore it. Your list was fine. I was just giving other options out there. I was taught to believe, earn your points back. If a res orb costs 40 points and if it even saves 2 warriors you've already done that!!!

 
   
Made in gb
Fresh-Faced New User




Vulkin Jr. wrote:Manatee......

I wasn't stating that your list was bad or to even ignore it. Your list was fine. I was just giving other options out there. I was taught to believe, earn your points back. If a res orb costs 40 points and if it even saves 2 warriors you've already done that!!!


lol I really just meant that more in relation to the wargear option. We clearly do just play in different ways and as I said, nothing wrong with that.

The orb would earn it's points back during a game, but in the end (for my lord anyway) you could have either had whatever caused those wounds pre-occupied or at best destroyed/killed. Which isn't unrealistic as those destroyers will still be firing, and anything that can deny a WBB will most definetly be a priority.

Anyway, as far as advice goes to the TC, I think we can both agree that destroyers are a must. The amount you have however is more dependant on your playstyle, definetly more than two squads of three however.
   
Made in us
Adolescent Youth with Potential



Battle Creek, Michigan

Yay!!!! Good luck on your list!!! let us know what you come up with.....

 
   
Made in au
Nimble Pistolier




Australia

Thankyou all for your contributions, you've given me some things to think about.

I do have a small question though regarding the gauss weapons in combination with the disruption fields.

I understand the first effect of the guass weapons to auto wound, I'm just not sure if I am reading the second ability right.
Does the gauss weapon's ability to score glancing hits effectively 'double up' with the disruption field's chance to do glancing hits? It is in essence a 'melee' version of their ranged attack?

 
   
Made in us
Longtime Dakkanaut






Louisville, KY

iLLiTHiD wrote:Thankyou all for your contributions, you've given me some things to think about.

I do have a small question though regarding the gauss weapons in combination with the disruption fields.

I understand the first effect of the guass weapons to auto wound, I'm just not sure if I am reading the second ability right.
Does the gauss weapon's ability to score glancing hits effectively 'double up' with the disruption field's chance to do glancing hits? It is in essence a 'melee' version of their ranged attack?

Yes, the disruption field is a melee version of the Gauss attack, which is why you don't need them - no Cron in your army other than your Lord should be anywhere near close combat with vehicles, and your Lord has no need for the disruption field due to his Warscythe rolling 2d6 for armor penetration.

DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

SaintHazard wrote:Yes, the disruption field is a melee version of the Gauss attack, which is why you don't need them - no Cron in your army other than your Lord should be anywhere near close combat with vehicles, and your Lord has no need for the disruption field due to his Warscythe rolling 2d6 for armor penetration.
Scarabs with Disruption fields have a good chance to chew up vehicles

   
Made in us
Longtime Dakkanaut






Louisville, KY

General_Chaos wrote:
SaintHazard wrote:Yes, the disruption field is a melee version of the Gauss attack, which is why you don't need them - no Cron in your army other than your Lord should be anywhere near close combat with vehicles, and your Lord has no need for the disruption field due to his Warscythe rolling 2d6 for armor penetration.
Scarabs with Disruption fields have a good chance to chew up vehicles

I personally just use my Scarabs as a cover save for my Warriors, but there are in fact a multitude of uses for the little buggers.

And yes, this is a great one.

Thanks for the catch.

DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ 
   
Made in us
Decrepit Dakkanaut






Eternal Plague

My Necron army is of the same vein, but with it I throw out 2 Monoliths and add a bit more to the Destroyer Lord:

HQ-
The Deceiver-300 points
Necron Lord on Destroyer Body, Lightning Field,Nightmare Shroud, and Phylactery with Warscythe-210 points

Troops-
10 Necron Warriors-180 points
10 Necron warriors-180 points

Fast Attack-
10 Scarab Swarms with Disruption Fields-160 points
4 Destroyers-200 points
3 Destroyers- 150 points

Heavy Support-
Monolith-235
Monolith-235

Total- 1850 points

   
 
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