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Made in us
Crazed Zealot






I just started 40k not too long ago, and I need some help with organizing my Necrons.

x1 Lord + ResOrb - 140
x2 Monolith - 470
x1 Immortal - 28
x56 Necron - 1008
x1 Wraith - 41
x2 Flayer 36
x14 Scarabs - 168
x2 Tomb Spyder - 110
x7 Destroyer 350
Nightbringer - 360

Total: 2351 Points

I'm not sure how many points I'm allowed to have, and my friends who introduced me to 40k aren't here to help out.
[Thumb - necron.png]
Purple text is how many I own, black is points total

This message was edited 2 times. Last update was at 2011/08/22 03:21:43


 
   
Made in us
Land Raider Pilot on Cruise Control





First off, welcome to 40k.
second, you can have as many points as you want, though normally you agree on 'point limits' to make a battle even. A good place to start is 1000-1500 points.

As a necron what is most important to you is dealing with Phase-out, and being able to counter enemy strategies.

For each set you'll need a core of necron warriors (probably 2 - 3 groups at 10 men each). You'll also want monoliths, and you'll need an HQ unit (probably that Lord of yours).

Destroyers are currently very nice.

Anyway, hope that helps.

Try this maybe?

1 Lord
1 Monolith
2 units of 10 warriors
3 destroyers

maybe mix the points up some? That's roughly 1000 points, a good level to start at. Sadly necrons do better at higher point values, but that should be fun. Try mixing out certain units to learn what you like, and after a few games, you'll have a better idea of what you'd like to do.

This message was edited 1 time. Last update was at 2011/08/22 03:26:44


Fiat Lux 
   
Made in us
Infiltrating Broodlord





Hemet, CA

Here's a few questions that you'll need to answer before anybody is really able to help you:

Do you have a current 5th ed. rulebook?

Have you taken a look at other tactics articles?

Do you understand the force organization chart?

Once we understand where you're coming from, how well you understand the rules, etc. we'll be able to give you appropriate advice.

Tired of reading new rulebooks... Just wanting to play. 
   
Made in us
Crazed Zealot






Hashbeth wrote:First off, welcome to 40k.
second, you can have as many points as you want, though normally you agree on 'point limits' to make a battle even. A good place to start is 1000-1500 points.

As a necron what is most important to you is dealing with Phase-out, and being able to counter enemy strategies.

For each set you'll need a core of necron warriors (probably 2 - 3 groups at 10 men each). You'll also want monoliths, and you'll need an HQ unit (probably that Lord of yours).

Destroyers are currently very nice.

Anyway, hope that helps.

Try this maybe?

1 Lord
1 Monolith
2 units of 10 warriors
3 destroyers

maybe mix the points up some? That's roughly 1000 points, a good level to start at. Sadly necrons do better at higher point values, but that should be fun. Try mixing out certain units to learn what you like, and after a few games, you'll have a better idea of what you'd like to do.


So start using only fragments of my army? Then adapt to using more of them at once?


Grunt_For_Christ wrote:Here's a few questions that you'll need to answer before anybody is really able to help you:

Do you have a current 5th ed. rulebook?

Have you taken a look at other tactics articles?

Do you understand the force organization chart?

Once we understand where you're coming from, how well you understand the rules, etc. we'll be able to give you appropriate advice.


I actually only have the Necron codex (3E), but most of the guys have a Black Reach, and one of them has the rulebook (but I doubt it's 5E)
I've played 2 games but they both got derailed when my Grey Knights friend got into fistfights about my Ultramarine's friend's Marneus Calgar.
   
Made in us
Land Raider Pilot on Cruise Control





Well the BR book works, but you should really look it over.

Just know that you should be doing battles of = points. If battles have been unequal that way, then no wonder you lost.
And yeah, you rarely use your whole army (as certain people only have certain points).
That way you can fight on equal terms, else more money would mean more power.

Fiat Lux 
   
Made in us
Crazed Zealot






Hashbeth wrote:Well the BR book works, but you should really look it over.

Just know that you should be doing battles of = points. If battles have been unequal that way, then no wonder you lost.
And yeah, you rarely use your whole army (as certain people only have certain points).
That way you can fight on equal terms, else more money would mean more power.


Oh, because they've been playing with "Use everything you own, unlimited points" and the Imperial Guard guy has 2 Baneblades, while the Grey knights guy has 7 paper Dreadknights.

What are some good tactics to beat them?
   
Made in us
Land Raider Pilot on Cruise Control





Umm....
They outnumber you like 7 to 1 man. Just refuse to play unequal tactics! They're totally abusing your "noobiness" in order to beat you a lot! That's totally not cool!

Fiat Lux 
   
Made in us
Wicked Canoptek Wraith




Baneblades and Dreadknights . . . that is not cool. Yeah they are completely playing you for a fool. I believe you should purchase the rulebook and read the rules before you even start an army.

2500
5000
12,500
4000
5000
2500
3500
 
   
Made in us
Been Around the Block




Did no one else lol at that picture? lol
   
Made in au
Zealot




Oz

Always make sure your army sizes are equal ie. 1500pts, 1750pts etc. It's totally not on if someone has more stuff. You will lose by attrition if he has more. That means, if you both traded off your stuff, he'd be still left with stuff while you weren't. Equal sizes.

Next is force organisation (for normal size games eg. 1000-2500)
1-2 HQ (different for some armies eg. space wolves)
2+ troops. You MUST have 2 units of troops minimum.
0-3 Elites
0-3 Heavy
0-3 fast

All this has to fit inside the agreed points sizes. Fast, elite and heavy are optional, you don't have to take any of those if you don't want to, although you will be on the back foot as they are usually the better and more specialised units.

I'd recommend you try to get a rule book! You can often get a mini rulebook off ebay for a reasonable price. Good luck.

40k: Draigowing, Nurgle DG, Space Wolves, Eldar, Demons
WHFB: Dwarves, Lizardmen, HE
WarmaHordes: Legion, Cryx, Khador, Trolls; Menoth
 
   
Made in us
Tail-spinning Tomb Blade Pilot





Firstly, ALWAYS set a point limit. The game simply won't even be remotely fair otherwise. Especially if the guy is fielding Apocalypse units against you. You can't even field a baneblade in a normal 40k game.


As far as how to play Necrons:

Always run any unit that has the 'will be back' rule in pairs or more.

Always maximize the number of warriors in your army after you've devoted units to your tactic of choice. This is to prevent the phase out special rule of your army. The fastest way to a Necron loss is through phasing them out. This usually means taking 30+ warriors.

Given your list of available models, I'd field something like this at 1,500 pts (which is a good point level to play at btw. ~3-4hr games once you know all the rules):

Lord w/ res orb, phase shifter, phylactery 185pts

30 Warriors (3 squads of 10) 540pts

6 Destroyers (2 squads of 3) 300pts

2 Monoliths 470pts

Total 1,495pts

Phases out at 9 necrons left.

Now this is just an example, but let me go over each thing, why its in that army and what it's for.

Necron lord: Well, you don't have much choice in HQ, but the phase shifter and phylactery make it damn near impossible to kill, which means the res orb stays active for as long as possible. Stick it in one of our warrior squads, and keep the other two within 6in at all times if possible. (the phase shifter and phylactery are, in fact, overkill, but given you're new to 'crons i tossed them on there to ensure the orb lives)

The 30 warriors are there to keep you playing. You don't have any other troop choice, and you need a lot of necrons on the field to prevent phase out. Generally speaking you want to reserve these to prevent giving your enemy any necrons to shoot at. With 3 squads in reserve, you won't even be presenting enough necrons to your enemy for phase out until turn 3 on averge, turn 4 if you're lucky.

The destroyers are one of the few 'good' units Necrons have at the moment. You'll notice that they're split into two even groups. Keep these two groups next to each other. This allows for will be back to continue functioning since you need a like unit within 6in for the res'd models to join. These destroyers are your main source of damage. With move and fire and being jetbikes, you threaten 48inches of the table with their heavy 3 weapons.

The 2 monoliths. These are the big scary in the list. They're 14 all around, their special rules prevent them from getting hit with bonus dice from melta, etc. immune to the lance effect, cannot destroy the particle whip (and if you use the INET FAQ ruling, is thus immune to death via weapon destroyed). The most obvious use of the monolith is that AP3 large blast. Remember that under the center hole is AP1. The whip is also ordnance which makes it excellent for popping tanks. The other use for the monolith is to port units through the portal for a second WBB roll. Don't be afraid to use this to keep necrons alive.


As far as strategy goes, with necrons and destroyer lists in specific, defensive is key. Set up the monoliths as a giant wall, and sit behind it. Kill as much as possible from range, and then play ring-around-the-monolith. As your warriors come in (from table edge unless you fear outflank or fast moving enemy units), move to secure objectives while you push with the monoliths and destroyers.

I won't lie to you, Necrons are a little weak right now, but the good news is that they're looking at a new codex release sometime this fall.


W/L/D: 9/4/8 Under Construction 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

If they are using paper cutout stuff or non-codex units (Baneblades) do the same or refuse to play, as they are cheating you something fierce.

Equal points, starting at about 1000, with no non-codex units is a good way to start. That'll give you a lord (or a Ctan if you want), 20 warriors in 2 units, and some other points to try other units with.


Playing a 'whatever you have, no limits' battle with someone who uses tanks that are near indestructable to regular units, or proxies in units he doesn't actually have is a bit futile.

This message was edited 1 time. Last update was at 2011/08/22 05:10:03


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Tail-spinning Tomb Blade Pilot





No kidding... You should proxy up a few pylons and see how that goes for him XD

W/L/D: 9/4/8 Under Construction 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Or bring an army of 600 cardboard Ctan clones

When he tells you that you can't have more than one in a regular game tell him that Baneblades aren't allowed in a regular game either without your consent

This message was edited 1 time. Last update was at 2011/08/22 05:15:51


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Crazed Zealot






WanderingFox wrote:Firstly, ALWAYS set a point limit. The game simply won't even be remotely fair otherwise. Especially if the guy is fielding Apocalypse units against you. You can't even field a baneblade in a normal 40k game.

I won't lie to you, Necrons are a little weak right now, but the good news is that they're looking at a new codex release sometime this fall.



I heard Matt Ward going to write it, and I've heard some bad things about him. Your thoughts?
Thanks for the tactics though, next meet is next Tuesday, I'll try it then.


I'll brings some green painted bananas and call them Pylons.
   
Made in us
Tail-spinning Tomb Blade Pilot





Well, there's a fairly comprehensive rumor thread in the rumors section of this site.

As for my specific opinion, I'm a fan of most of the rumored changes, mostly the ones detailing new units and the ability to have wargear choices on things other than our lords. It's obviously going to change how the army functions, and that's something that it desperately needs. We rely on loopholes from old editions in order to remain even semi-competitive at this point (not being able to glance-kill the monolith for example).

With all of the good I've heard, there will obviously be some nerfs. I expect the monolith to lose it's god-like status and be toned down to match some of the other av13-av14 tanks around. I also expect the synergy of exactly how Necrons battle to change a bit.

As far as the lore goes, I'm not sure how I feel about the rumor that the Necrons are becoming fully awakened, have dealt with the rogue star gods and have moved on. I mean I can understand that shift from a game-play standpoint (as it allows named units, etc.), but it was part of the fluff. That said, it seems that the Necrons are being shifted towards Tomb Kings in space, and as cliche as that is, I find myself looking foward to the art style.

I'd get into more detail, but honestly everything is still speculation, so making any sort of comment on the tactics implied by the rumored changes would be theoretical at best.

In regards to Matt Ward, that can swing all sorts of different ways. It's pretty much a coin flip as to how the codex actually turns out

This message was edited 1 time. Last update was at 2011/08/23 03:13:53


W/L/D: 9/4/8 Under Construction 
   
Made in us
Hardened Veteran Guardsman




Heber

The meeting is on Monday Kenny. The reasons you stated above is why I keep trying to set point games for everyone but since we know Victor... anyway how did the Green Stuff work?
   
 
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