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Made in us
Reliable Krootox






Everett, WA

So I recently won a battleforce in a tourny and because I pretty much have all the marines I needed I chose to get the necron battleforce!

So anywho. From What I've researched, necron warriors seem to be best utilized in groups of 10, and lords pretty much need a resurrection orb. (Which brought me to the strange realization that very few battle force boxes actually come with the compulsary HQ units, so I rushed to get a lord blister as well).

My army right now is...

HQ Lord = 100+100 = 200
Resurrection orb, veil of darkness

Troop Warriors x14 = 252

Troop Warriors x14 = 252

Fast Attack Scarab Swarm x6 = 96
Disruption field

Fast Attack Destroyers x3 = 150

total = 950

So, my questions are..
1. Where should I expand and what are some good unit choices for balanced army?
2. Should I include a monolith?
3. Good lists for a 2k point army including the above mentioned units.

I was already thinking of buying one more box of warriors which would give me the list...

HQ Lord = 100+100 = 200
Resurrection orb, veil of darkness

Troop Warriors x10 = 180

Troop Warriors x10 = 180

Troop Warriors x10 = 180

Troop Warriors x10 = 180

Fast Attack Scarab Swarm x9 = 144
Disruption field

Fast Attack Destroyers x3 = 150

total = 1214 (p.s. are disruption fields worth it on the scarabs?)


Automatically Appended Next Post:
P.s.s. I think I'd like to git a destroyer lord or the nightbringer into the army.

This message was edited 1 time. Last update was at 2010/08/13 09:33:49


 
   
Made in us
Fresh-Faced New User




That is a good list but dont get the night bringer until the necrons have their codex updated hes not worth the points. Dont add anything to the scarabs its not worth it. but good list think about adding a heavy destroyer
   
Made in us
Stalwart Veteran Guard Sergeant






I would advise you get a monolith. 14 all around and ignores the melta special rule makes it great vehicle to rampage with or park on objectives

"We will hold out until our last bullet is spent. Could do with some whiskey" Commandant Pat Quinlan 
   
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Sure Space Wolves Land Raider Pilot






I would add monolith and destroyers. Necrons need ranged weapons to fight most armies, only good choices IMO are the lith and regular destroyers. Oh and shameless plug here, starting a necron force look at http://www.dakkadakka.com/dakkaforum/posts/list/308562.page


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2000 pts-ish Space Wolves 
   
Made in us
Navigator







good list. i recommend not playing necrons at this points level though. try playing them at 1500 or above.

yes to units of ten warriors. the second list is good for this.

and yes, a monolith is a must have in a necron force. however unlike most necron players i do not recomend two of them. i find the heavy destroyers to be much more flexible when used in concert with regular destroyers. plus, army is much faster this way.

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Growlin' Guntrukk Driver with Killacannon






Ohio

Don't take anymore than 20 warriors. They don't make their points back so load up on things that will.

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Made in us
Wicked Canoptek Wraith





Alabama

well, warriors are useful because they increase your phase out number cheaper than anything else in the codex, but I wouldn't recommend four squads. Because then you're limited on reserving your units because you HAVE to use the monolith to port in the guys if you have more than two squads.

So, at the end of each movement phase, try to make sure your monolith's door is pointed away from anything that could easily kill them off.

I agree with everyone saying destroyers are good. They are probably the best unit in our codex.

I also use heavy destroyers though so I can more easily pop transports and anything with av 12+.

Scarabs are best run with a destroyer lord with warscythe. This is also a great model because he ignores all saves, including invulv, and moves like a jetbike. So it's easy for him to really put the hurt on elite combat units, especially when you give him the phase shifter for a 4++. Solar pulse is also another good upgrade because it can really cut your opponent's shooting down for a turn and let you move into position and makes night fighting really fun because most people move forward very aggressively because they're depending on that darkness to hide them.

I'd probably run at most 30 warriors in a list, all in squads of 10 in a larger point game where you can field a lith.

You could also do with cutting down your scarab swarms since they're mostly going to be used as a meat shield for your destroyer lord. That 2+ cover save will really annoy everyone.


This message was edited 1 time. Last update was at 2010/08/13 23:47:26


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Tomb World Fabulosa 18/2/6 (Supreme conquerors of Dash's dark eldar
   
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you don't have to port them if its more than two, it's just a choice. but if you choose to then they can only come through the portal.

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SamplesoWoopass wrote:well, warriors are useful because they increase your phase out number cheaper than anything else in the codex, but I wouldn't recommend four squads. Because then you're limited on reserving your units because you HAVE to use the monolith to port in the guys if you have more than two squads.

So, at the end of each movement phase, try to make sure your monolith's door is pointed away from anything that could easily kill them off.

I agree with everyone saying destroyers are good. They are probably the best unit in our codex.

I also use heavy destroyers though so I can more easily pop transports and anything with av 12+.

Scarabs are best run with a destroyer lord with warscythe. This is also a great model because he ignores all saves, including invulv, and moves like a jetbike. So it's easy for him to really put the hurt on elite combat units, especially when you give him the phase shifter for a 4++. Solar pulse is also another good upgrade because it can really cut your opponent's shooting down for a turn and let you move into position and makes night fighting really fun because most people move forward very aggressively because they're depending on that darkness to hide them.

I'd probably run at most 30 warriors in a list, all in squads of 10 in a larger point game where you can field a lith.

You could also do with cutting down your scarab swarms since they're mostly going to be used as a meat shield for your destroyer lord. That 2+ cover save will really annoy everyone.




No you don't have to have them come in through the monolith, you can choose. BUT if you choose to have them come in the monolith then they have to and if there is no monolith or it gets destroyed before hand, they never come in. You are also not required to reserve your units unless the mission states you have to.

to the OP, I recommend at least 2 monoliths and a full squad of immortals. Immortals accompanied by a foot lord that is geared out is an amazingly good unit. Don't waste your points on heavy d's, personally, just get more regular destroyers and save your heavy support for the liths. Other than that, flayed ones and pariahs aren't worth it and wraiths aren't good unless you take all your fast attack slots with full wraith squads. Though it does also depend on what you're fighting, but I'm going off of the typical MEQ just about everyone faces more often than not.

This message was edited 1 time. Last update was at 2010/08/14 00:43:32


 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

There's only a few "competitive" Necrons builds and I use the term competitive loosely.

Basically there's a Destroyer Wing, Wraith Wing, and (coined by Fritz) Nightmare Wing. Actually instead of me regurgitating, let me just point at who I think is one of few authorities on Necrons

http://saimhann.blogspot.com/#/

   
Made in us
Longtime Dakkanaut






Scyzantine Empire

wsMike wrote:That is a good list but dont get the night bringer until the necrons have their codex updated hes not worth the points. Dont add anything to the scarabs its not worth it. but good list think about adding a heavy destroyer


I agree on the Nightbringer - he's powerful but expensive and those are points better spent on a Monolith and 2 heavy destroyers. Disruptors on scarabs are worth the points if you play vs. mech units due to the volume of attacks that the scarabs kick out. Turboboost to get in range with a 2+ cover save then glance a vehicle to keep it nice and useless until your heavy destroyers can deal with it. Remember that they fill the same FOC slot as destroyers, which are a premium selection as well and can handle transports pretty well on their own.

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Made in us
Awesome Autarch






Las Vegas, NV

Crons are easily the toughest army to win with in this edition of the game. They went form a powerful army in 4th, to sadly underpowered in 5th.

The main problem is that they get run down in combat so easily. They used to hang in there and grind it out with WBB, but not with combat modifiers they are highly likely to get run down after a failed combat. Add to this the fact that everyone moves faster now (run) and glancing hits take far longer to destroy vehicles and you have taken away most of the Cron's strengths.

That said, you can still make a fighting force out of them, especially at higher points values. I had a lot of trouble with a cron army in Ard Boyz with my brutal SW list.

First of all, figure out what type of list you want to build. Right now with Crons you don't have a lot of options. If you take a little bit of this and that, often times, you;ll get creamed. You need to keep like units near each other and plentiful to take advantage of WBB, which means most good Cron lists have lots of duplicate units.

You can go Lith heavy and take 2 or 3 of them and play VP denial (those things are incredibly hard to kill, but don't do a ton of damage for their points cost). Add to this as many Immortals as you can pack in to the list and either a veiling lord or a C'Tan and you have a very mobile force that shoots pretty well. Keep your minimum two squads of warriors off board as long as possible and bring them out of Liths to take objectives, or hide them to avoid phase out and giving up KP's.

Or, you can go ultra mobile and max out destroyers and heavy destroyers. Take an orb lord with a scythe on a destroyer body to keep these boys alive. The rest of your points will go to your minimum 2 squads of warriors who will most likely hide and objective camp.

This gives you a super mobile core of units that can shoot fairly well. Problem is the low model count. Heavy D's are really important to a good Cron list in this edition as they are the only thing that can punch heavy armor and deal with 2+ sv units at range.

I have also seen someone max out tomb spiders to good effect. Combo this with tons of scarabs and you can overwhelm your opponent with numbers.

The UK GT had a Cron player perform very well with a list that had a lot of Wraiths, which was interesting. Wraiths make short work of most vehicles, which is what I imagine they were used for. Strength 6 on rear armor is a wrap in most cases.

No matter which way you take them, it's a tough road. Crons right now get out-shot and out-assaulted. You have to play a smart game, play for objectives and pick your battles if you want to win with any consistency.

You also have to max out the powerful units. Everything is expensive for them so you have no room to take fluff units if you hope to win. Pariahs, Flayed Ones, etc. are just under performers.

I have also seen the Warrior super Phalanx used fairly well. Take 100 warriors and a lord with orb and veil. You flak fire everything to death as their guns can hurt anything. The only weakness with that, besides being sort of boring to play, is that an army that can deliver potent assault units into your lines will run down entire units at a time. Replacing the Lord with C'Tan makes you a lot scarier to get close to, but also means you have less warriors.

As for C'Tan's, they are incredibly powerful when used right. A C'tan will walk right through a unit of assault termies like they weren't even there. Just be wary of the fact that they draw fire like a magnet. Run one behind a Lith and not much will come close to you. Just watch out for poisoned weapons, those are the C'Tan's Achilles heal.

   
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Alabama

No you don't have to have them come in through the monolith, you can choose. BUT if you choose to have them come in the monolith then they have to and if there is no monolith or it gets destroyed before hand, they never come in. You are also not required to reserve your units unless the mission states you have to.


Not true sir. The reserve entry under the necron warrior specifically states that any warrior unit in excess of the minimum allowed in the FOC that are put in reserves MUST enter from a monolith portal.

Yes, you don't HAVE to put your warriors in reserve, but it's often a good idea. Like, against drop pod armies, daemons, or battle cannon spam...

"You're right, we all know you are."

Tomb World Fabulosa 18/2/6 (Supreme conquerors of Dash's dark eldar
   
Made in us
Loyal Necron Lychguard






SamplesoWoopass wrote:
No you don't have to have them come in through the monolith, you can choose. BUT if you choose to have them come in the monolith then they have to and if there is no monolith or it gets destroyed before hand, they never come in. You are also not required to reserve your units unless the mission states you have to.


Not true sir. The reserve entry under the necron warrior specifically states that any warrior unit in excess of the minimum allowed in the FOC that are put in reserves MUST enter from a monolith portal.

Yes, you don't HAVE to put your warriors in reserve, but it's often a good idea. Like, against drop pod armies, daemons, or battle cannon spam...


You must have the first print of the codex then. I'll verify and respond later tonight when I'm near my codex.
   
Made in us
Wicked Canoptek Wraith





Alabama

hmm, well if it was errata'd then I wouldn't have known lol. Sorry!

"You're right, we all know you are."

Tomb World Fabulosa 18/2/6 (Supreme conquerors of Dash's dark eldar
   
Made in us
Sure Space Wolves Land Raider Pilot






the warriors reserve rules have been faq'd. They must be clearly stated as to what kind of reserves they are in, I.e. necron reserves or standard, but either is possible.

Sleep is for the weak, the dead, and the simple minded. One day I will be strong!
2000 pts-ish Space Wolves 
   
Made in us
Long-Range Land Speeder Pilot





General_Chaos wrote:There's only a few "competitive" Necrons builds and I use the term competitive loosely.

Basically there's a Destroyer Wing, Wraith Wing, and (coined by Fritz) Nightmare Wing. Actually instead of me regurgitating, let me just point at who I think is one of few authorities on Necrons

http://saimhann.blogspot.com/#/


this wins the thread, look up Fritz... learn to love it, then learn to love winning

You love it you slags!
Blood Ravens 1500 pts 
   
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Loyal Necron Lychguard






themrsleepy wrote:the warriors reserve rules have been faq'd. They must be clearly stated as to what kind of reserves they are in, I.e. necron reserves or standard, but either is possible.


That's right, that's where I heard it. From the FAQ -

"Q. Can units of Necron Warriors enter from
reserve as normal or must they enter via a
Monolith?
A. If the players hold any units of Necron
Warriors in reserve, he must specify if they are
going to enter the game through the Monolith or
simply walk in from their own table edge, as
normal. If units of Warriors are using this rule
and all available Monoliths are destroyed, the
Warriors count as destroyed and may therefore
trigger the Phase Out of the on-table portion of
the army."
   
 
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