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Necrons

Postby Gymbol » Fri Feb 13, 2009 10:40 am

I've just been thinking about this for a while, and thus have probably collected a lot of misconceptions. And maybe I've missed some of the answers to the following questions as well. Assume I'm mentally challenged.

Necrons (imo) seem to be the weakest army out of the bunch. I'm wondering if it is possible that people I play with are just weak necron players or if it is actually a weak dex?

Some questions.
Why do so few people use the Deceiver. Being able to reposition units after the setup is just HUGE. (He can do that, right?)

Can you use WBB, the rez orb and the monolith to give a dead cron 3 tries to get back up?

What is the best mix of heavy destroyers and monoliths?
How about the best mix of destroyers & heavy destroyers?

The best squad size of warriors is 20, or is it?

Is disruption field ever actually used?

Why would anyone, ever, use Immortals over warriors?
ditto flayed ones?

Other than the rez orb, what is the best mix of Lord Wargear?

I've got others, but I think I just flushed my queue, and grasp anything else from the tank right now.
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Re: Necrons

Postby Ljundhammer » Fri Feb 13, 2009 12:05 pm

Gymbol wrote:I've just been thinking about this for a while, and thus have probably collected a lot of misconceptions. And maybe I've missed some of the answers to the following questions as well. Assume I'm mentally challenged.

Necrons (imo) seem to be the weakest army out of the bunch. I'm wondering if it is possible that people I play with are just weak necron players or if it is actually a weak dex?


Necrons are a very potent force if used correctly.

Gymbol wrote:Some questions.
Why do so few people use the Deceiver. Being able to reposition units after the setup is just HUGE. (He can do that, right?)


Yes he can. Yes he is that good. BUT! Taking him reduces your phase out massively! It's up to individual players whether this will affect them or not. Personally I wouldn't use a C'tan.

Gymbol wrote:Can you use WBB, the rez orb and the monolith to give a dead cron 3 tries to get back up?


I think the rez orb gives you WBB in circumstances where you normally wouldn't get it. So you get WBB, then a 'lith. Note that you can't 'chain teleport' through multiple 'liths.

Gymbol wrote:What is the best mix of heavy destroyers and monoliths?
How about the best mix of destroyers & heavy destroyers?


I'd say as many destroyers & Heavy Destroyers as possible. 'Liths are a good psychological tool, but as with the C'tan they affect your phase out.

Gymbol wrote:The best squad size of warriors is 20, or is it?


Depends on the army. Destroyer spam can get away with 2 squads of 10.

Gymbol wrote:Is disruption field ever actually used?


Useful on scarabs & flayed ones only I'd say.

Gymbol wrote:Why would anyone, ever, use Immortals over warriors?
ditto flayed ones?


Immortals have a higher T & assault weapons, nice for use with a VoD lord. Flayed ones are less optimal, err I'm trying to think of a use in a tourny army... err...

Gymbol wrote:Other than the rez orb, what is the best mix of Lord Wargear?


I'd always take a VoD to get troops out of CC if they need it, although it's not mandatory. The destroer body upgrade is good as it increases base toughness meaning thay can't be ID'd by anything.


Destroyer spam is the most effective build I've come across. The C'tan can be useful if you are fighting an assault force, as you castle up & the assaulters can't then avoid it. Assaulting a C'tan is no-one's idea of fun!
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Postby jlong05 » Fri Feb 13, 2009 1:54 pm

Well, I use to be a Necron player for some time but it appears the Ljundhammer has already answered the questions.

The Deceiver is a great unit to have, and depending on the players I was facing would decide which C'tan I played. If I was playing assult based armies(Or armys that wouldn't want a lot of mobility) I would take the Nightbringer who is by far the most powerful single unit in the game. If however I was playing armies that lend themselves to out-maneuvering or a sit back and shoot approach I would go with the deceiver.

As for the WBB, Ljundhammer is correct, you can only ever get the 1 WBB and then the 2nd try through the lith. ALWAYS have a LITH! unless you are playing a small game. Liths are the best for the points costed model in the Necron army. Stronger than a Raider and more abilities that CANT be taken away.

Last I wanted to comment on warrior unit size. 20 warriors are physically not capable to using a Lith for movement. You have to deploy all within 2 inches of the door which isn't big enough to allow all 20 to fit. Just a FYI. I have played in games where I was held to this req and also where I wasn't. As such I tended to drop my units to 12 or 14 each.

Now, I have not played Necrons since 5ed was released, and in fact I sold my Necrons after Cities of Death so that was the last I played them. I can say that CoD and Necrons is scary and CoD helps make Necrons even better. Unsure though how CoD and 5ed would effect them.
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Re: Necrons

Postby Angelwing » Fri Feb 13, 2009 5:31 pm

Gymbol wrote:
Necrons (imo) seem to be the weakest army out of the bunch. I'm wondering if it is possible that people I play with are just weak necron players or if it is actually a weak dex?



I agree with the hammer's answers.
I'd like to add that the necron list has been hamstrung by two game edition changes. There are really only a couple of reasonable builds left, and most of the tricks and tactics don't work any more. Too many of the units are knackered by rule changes or by being mediocre at their job in the first place.
The real problem has been the 5th ed change to the combat results. It's too easy to run necrons down and phase them out. I won't go into a big list of what has been broken, you will only get bored.
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Postby KInG » Fri Feb 13, 2009 5:43 pm

i used to play them also, and u have to keep them close to each other to support one another. I definately would say 1 monolith, no heavy destroyers, who needs them when 6's glance auto... u just need lots of shots.

Vod on the lord stood with you troops and destoyer body on the one running around with your wraiths.

destroyers are one of the best units in the game, so i would take 2 x 4 maybes.

immortals take soooo much punishment and keep getting back up, its scary, try them, u'll soon see.

My 'lith was used to support my guys, right in the middle allowing it to teleport wounded necorns and give more WBBs or suck them out of combat and spit them back out into rapid fire range... :) I would only use the 'lith in an offensive role towards the latter turns of the game.

I liked necorns, but if played wrong they won't last two minutes.
Last edited by KInG on Fri Feb 13, 2009 5:45 pm, edited 1 time in total.
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Postby Jimster » Fri Feb 13, 2009 7:05 pm

I only bought my necron army of a mate cos they hadnt realeased the new space wolves.
Now i love using em.

More than likley be a big fix in the next edition codex.
Lot of rumor`s about the change`s but not confirmed.
WBB most likly be changed to feel no pain,
There are others however.
Here be a link to wot is rumored to be close to the new codex.

Have a look at these gymbol.

http://www.tempusfugitives.co.uk/pdf/Ao ... dition.pdf
Last edited by Jimster on Fri Feb 13, 2009 7:08 pm, edited 1 time in total.
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Postby LordMalekTheRedKnight » Fri Feb 13, 2009 7:10 pm

@ Angelwing: one thing the edition changes have done for the better is to fix Tombspyders + Scarabs. due to Maj T now counting the highest in a tie, you can make a single base without signing your death warrant. plus with no Size Categories to worry about, its easier to hide the Spyder (and Cover rounds up now, so just 1 Scarab base in cover gives the Spyder a save). you also have the Run rule too now...

ive got a Necron army part assembled (part painted, too). i might even just them off (and put a few together) in order to field a CP force...
(the Spyder and his Scarabs was one of the centre-pieces of the army, and 4th ed killed them completly)

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Postby Angelwing » Sat Feb 14, 2009 4:14 pm

LordMalekTheRedKnight wrote:@ Angelwing: one thing the edition changes have done for the better is to fix Tombspyders + Scarabs. due to Maj T now counting the highest in a tie, you can make a single base without signing your death warrant. plus with no Size Categories to worry about, its easier to hide the Spyder (and Cover rounds up now, so just 1 Scarab base in cover gives the Spyder a save). you also have the Run rule too now...


I guess that spyders have been helped, but I still wouldn't want to get them into combat with generated scarabs. The enemy will smash the scarabs putting no retreat wounds on the spyder.

It's just that small boosts have been completely overshadowed by knock downs. Back in the beginning, I was put off using them because all my opponents would cry foul / beard due to the WBB and Gauss rules. Back in 3rd ed my group organised a 5000pt two on two game. My team mate actually bought a 2nd monolith and some more destroyers to make up the points. As soon as our opponents caught whiff we were using our necrons they made their excuses and the game never took place! Now I'm put off using them as they've been knackered too much by rule changes. Pity really. The army now resides in the loft, and I still haven't used my deceiver model that was bought on release!
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Postby Gymbol » Sat Feb 14, 2009 8:31 pm

Lots of good thinking here.
If I wanted to use a second monolith for moving warriors around, could I justify it by the number of warriors it would retread?

Say a group of 12 gets 6 killed. Then 3 get back up on their own. Now use the monolith to allow 2 more to get up. You've just paid 36 pts toward the purchase price of the second lith. Is that a viable tactic, or have I overlooked something?
The rule of 40k is "most special rules winzzors (unless your grey knights)" so sayeth me.

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Postby LordMalekTheRedKnight » Sat Feb 14, 2009 8:33 pm

its not so much the points cost, but the impact it will have on your phase-out number. while it could help keep you from phasing out by fixing up your models, thats only until it gets destroyed...

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Postby KInG » Sat Feb 14, 2009 9:04 pm

justify it, you do that by saying to your opponent you could have taken three ;)

points wise tim is right, its too many. the necron amry i saw on the top tables at the GT only had one. and even he phased out. I know this coz it was I who made him phase out, having not fired any shots whatsoever at the monolith. every shot was into a necron... which is the best way to get rid of a monolith! :D
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Postby killmaimburn » Sun Feb 15, 2009 8:36 am

Ljundhammer and I both play the same necrons and my advice is the same.

KInG wrote:I definately would say 1 monolith, no heavy destroyers, who needs them when 6's glance auto... u just need lots of shots..
5th ed has really changed that..Try taking out multiple landraiders with the new glancing rules..

Its strange.. this year more people have used the deciever than I've heard of before..I think its because the amount of str8 weaponry is becoming more and more limited (smurfs and chaos its tricky... you can but if you go heavy str 8 you unbalance your list now)
I would suggest that 2 monoliths is deadly against most forces (like 2 landraiders..its just so much resilient AV14)..but ridiculously fragile against some others.. (tau railgun heavy (don't see many of those at the moment)or my topheavy 25 heavy weapons smurf list (or my all comers 20 heavy first turn then down to 12 turn 2), or my 9 las equivilants dual lash list) basically you win the rock paper alot its just as soon as some one goes "hang on "stone!"" your boned. :lol:

The 3 monolith (warp through hide behind thing) lots of troops is meant to be deadly AND cheesy, but I never understood it and MR6 could never replicate it.

Heres a warseer army list thread.. but its kind of a mini tactica (it has a bunch of Gt necron players jibing each other) hope it helps
http://warseer.com/forums/showthread.php?t=174370
Bring back any thing you learn from it so the rest of us can too :)
Last edited by killmaimburn on Sun Feb 15, 2009 8:40 am, edited 3 times in total.
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Postby mattjgilbert » Sun Feb 15, 2009 9:54 am

Ljundhammer answered most things :)

I normally field units of 12-15 warriors and rarely have a list without Immortals (try them, they rock). Destroyers are almost a given in a list but I'm less certain about Heavy Destroyers and I've not taken them in a long time. They just don't seem to make up their cost in kills/effectiveness.

I'm probably quite unusual in that I also rarely take a 'lith or an orb. When I do take the orb I try to avoid the lord+40 warrior list of boredom and have it with a destroyer lord so he can keep up with the main destroyer guns and keep them alive.

I dislike things which eat into phase out and so that's why the C'tan and 'lith used to seldom come out although I've tried them both in recent games (nightbringer was ace, 'lith was OKish but I lost to phase out as expected). Once an opponent sees you have a low phase out they'll just go for the few troops you do have and shoot/assault them to bits while ignoring the big stuff they don't have to worry about.

Disruption pods are good for scarabs (vehicle hunters) with their large number of attacks but it does jack up the points of a unit which make a great tarpit for non-vehicles. If the enemy has no vehicles or throw-away ones (ork delivery taxis for example) the points are wasted or an inefficient spend.
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Postby Gymbol » Sun Feb 15, 2009 7:01 pm

Waded through the warseer post.

They seem to think higher of the deceiver than anyone here does. And worse of heavy destroyers. 'dont need them because of the destroyers glancing' was the idea.
The rule of 40k is "most special rules winzzors (unless your grey knights)" so sayeth me.

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Postby mattjgilbert » Sun Feb 15, 2009 7:22 pm

C'Tan are much better now that they can Run in 5th ed. Before they could be avoided or spend all game getting across the board failing to save from multiple lascannon hits...

C'Tan + DoW set-up + going first is nasty as you get to place the god in the middle of the table right at the start.

The deciver's "ability" (it's not a power) to force a Ld test is also not listed as a shooting attack so it can be used on one unit while charging another IIRC.
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