So I haven't sat down to build a proper list and I have mostly Indomitus stuff plus a few extra kits, but I have to say they're
fantastic to play.
List was roughly as follows:
Necron Warriors & Royal Warden
Warriors are just stupidly durable. I love them. I'd feel hard pressed to not do a silver tide style list. The Royal Warden just pairs so exquisitely with Reaper Warriors who are sure to engage in melee sooner or later. If I would change something it would be to try and fit a second warden to cover both blocks. I'm having a hard time being dissuaded from this.
Reanimators
80 points might be an ok spot. I really appreciated the durability they brought, but I might suggest hiding them until about turn 3. During the first couple turns most armies can't get enough onto the Warriors to make a big dent, so, holding back for the larger more crucial losses mid-game seems like the best play here. They can hold their own against most deepstrikers, but you need to time their arrival just right due to the soft 6" range.
Szeras
What a friggin' work horse - and I even forgot to use his mod ability. He was overstretched, however, and I wished for more coverage on warrior rezzing.
Convergence of Dominion
Great objective holders. Great distractions. Especially for the price. As above I wish I had an extra Cryptek to slingshot two of them at a time to up the pressure. Not sold on their role entirely though so they may get cut in the future.
Positioning
I'm thinking this is the hardest part about Necrons - getting your movements down correctly to cover ground and keep your abilities up. I'll be focusing on this most.
Szarekahn & Protocols
I opted to Szarekahn, because I really wanted that reroll to wound on crucial shooting elements like Szeras, Doomscythe, and the Arrow, but....I almost completely forgot about it as a I fumbled to keep everything in order on the table. I do think I'll stick with them over the popular double obsec & expansionist as I like the protocol setup.
Regarding protocols I went for
T1 - Cover
T2 - +1 LM & reroll 1
RP
T3 - +1 LM & reroll 1
RP
T4 - +1
AP on melee 6s
T5 - +1
AP on shooting 6s
The cover worked well with the unknown of who goes first. It took the sting out just a bit. I planned on melee through T4 and shooting stragglers on T5. I figured turns 2 and 3 would be propping up units during the heaviest fighting so I went for healing, however, I think I would move these to T3&4.
In retrospect I think they should have gone like so:
T1 - Cover
T2 - +1 Move
T3 - +1 LM & reroll 1
RP
T4 - +1 LM & reroll 1
RP
T5 - +1
AP on shooting 6s
Stratagems
I really stumbled here as I haven't spent enough time burning these in and I didn't make efficient use of them. I stupidly dropped a reanimator beam T1 worried about my warriors, but the concern was unfounded and it was a huge waste of 2CP.
The Next List
This is based on what I can get my hands on still. Please point out if I've done something wrong. I feel pained at dropping the Skorpekh Lord. How do you guys deal with the overabundance of character options?