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Go Back   Heresy-Online - Warhammer 40k and Fantasy Forums > Warhammer 40K > 40k Army Lists > Necron Army Lists

2000pt Necron list and tactics

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Reply With Quote AschenFenix is offline
  #1 Old 13-12-2009, 11:38 PM
AschenFenix
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Default 2000pt Necron list and tactics

2 Necron Lord + Gaze of Flame + REz Orb + Phylactery +
170 Ea. (340)
16 Immortals
(448)
20 Warriors
(360)
5 Destroyers
(250)
6 Scarab Swarms
(72)
2 Monoliths
(470)
1 Tomb Spyder W/ Staff of light
(55)


(1995)




I know you should put lists in the list page, but this is more to discuss the tactics involved. I would like some advice. The plan Is to have my immortals soak up bullets, be a tempting target for assaults, and such. Since they will survive more than warriors. two squads of eight. Accompanied by the lords. They will basically stay on the flanks of the monoliths. Easy targets, and since they can move and shoot, they should be able to kill some things while advancing. I gave my lords gaze of flame, because I find that I dont really die by the assault, which only drops maybe 3 of my guys, but the -to leadership it gives me. + to toughness, - to attacks = more of a chance I succeed my leadership roll, only to tp out of my monolith, and fire at the squad again (maybe even rush into attack during assault with them, if I feel the need afterwards, since my lord will get 4 attacks and my immortals will get 2) My warriors are to help keep me from phasing out...which means they will probably not leave the monolith ever. Staying right behind it, waiting for something to come within rapid fire distance. Which brings me to the Scarabs + Tomb Spyder. The Tomb Spyder gets nice and comfy in the middle of the whole phalanx. He has the particle projector which will, basically, almost double his attacks in a turn. 3 shot ap 3 assault, then 3 assault attacks, which ignore armor saves. His job is simple. (1) to make sure my guys can WBB. (2) to kill transports/land raiders that come in to drop off troops. And (3) to tie up troops in assault so they cant sweeping advance my necrons. My scarabs are completely in (3) but, they will be positioned in an arc around my warriors, blocking assaults from transports (which is what usually gets me).

My destroyers are pretty basic in their use. They will be skirting around trying to fire at as many things as they can. HOpefully killing off more than they are worth, since they are a big target for most

Any comments?
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Reply With Quote Iron Angel is offline
  #2 Old 14-12-2009, 12:44 AM
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Good tactics, but with the Spyder, I'd drop the Projector. Keep in mind that you get 3 shots, and then 2 melee attacks; The Projector counts as a ranged weapon, and since the profile is for having two melee weapons, you have to drop an attack. It says so in the rules for the Tomb Spyder. As you'll be using it for CC support, you need its extra CC attacks- This way, you still get all three attacks, but you can move, run, assault, instead of move, shoot, assault. I'll also point out that that CC attack ignores armor saves, while the Projector does not, and the TS has notoriously low BS.

Scarabs are pretty useful. I notice you only have 5 destroyers and 7 Scarabs, and those are only 2 Fast Attack choices. The Necron powerhouses are all located in Fast Attack and Heavy Support, namely Monoliths, Spyders, Destroyers, and Scarabs. You could take a second unit of scarabs; The first unit screens your Warriors from assault, the second turbo-boosts and gets stuck in in turn 1 with a shooty enemy to tie them up for a long time.





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Last edited by Iron Angel : 14-12-2009 at 12:54 AM.
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  #3 Old 14-12-2009, 02:05 AM
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I'm actually thinking about either sneaking in more destroyers, or such. But the scarab idea sounds good. If only because just today I learned they pretty much get a 2+ cover save for moving 18 inches
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  #4 Old 14-12-2009, 02:13 AM
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Thats why Scarabs kick so much ass, they turbo boost, 2+ cover save. Untouchable by anything but Flamers. So unless you're going up against flamer-heavy SoB, Scarabs are damn frustrating.
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  #5 Old 14-12-2009, 07:28 AM
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Taking a single unit of Destroyers is risking a lot of points. In serious games they will be dead very fast, because it is an easy 5 model kill point, same T as the Immortals, with no WBB once they are down. Take 2 units of them or none.

The TS is also pointless because your units should not be spread out and there are no other real uses for it. You should be keeping everything close together, not moving very much, and using the Monoliths for cover. It also gives away another easy kill point. The anti-armour and anti-CC options really won't work for you with a TS because when you lose CC it will be foreced to take saves equal to the number of wounds combat was lost by = lots. It also isn't going to be great vs vehicles because it can't get close to them without running at them, which means it has to leave the Warriors behind and you lose the core use fo the unit.

I would drop the TS and the Scarabs and one of the Lords and bulk up on Destroyers. Your list is really lacking in firepower. I'm not joking, I probably have more killing power in the 1,500pt list I use. You really need to think about how you can do anything to units further than 24"/12" away.
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  #6 Old 14-12-2009, 04:51 PM
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I did a little fix. I lowered the amount of immortals I have in my army just because thats the amount I'll prolly own. Then I dropped 1/2 the scarabs to put in 3 more destroyers, to have two parties of 4 destroyers. I am considering taking out one of my monoliths for more firepower, just dont know. THey offer more survivability to my army


2 Necron Lord + Gaze of Flame + REz Orb + Phylactery +
170 Ea. (340)
12 Immortals
(336)
20 Warriors
(360)
8 Destroyers
(400)
3 Scarab Swarms
(36)
2 Monoliths
(470)
1 Tomb Spyder
(55)


(1997)

Last edited by AschenFenix : 14-12-2009 at 05:01 PM.
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  #7 Old 14-12-2009, 05:31 PM
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I personally thought the Immortals made a good Steamroller blockade and lent good firepower, but upon reexamination, one problem you have here is mobility. True, you can take two Immortals for every Destroyer, but Immortals are slower and have a lower range. You should be keeping your units together yes, and while the Immortals offer up some power, you should take a second unit of destroyers as you have said. Eight is a wonderful number. Most people run six if they want the basic amount, but I've seen lists with the full 15 that completely rape everything. This way, the main bulk of your force can be moved forward while your destroyers go off hunting flanks.

I can't advocate the removal of the TS completely; While they can fail epically, and are MCs allowing enemies to single them out, in combats with enemy assaulting units, they can be pretty solid for their cost if supported by the unit they are rescuing (Which helps mitigate wound counts against them). Unfortunately, they have a few major flaws. Low WS means its hard for them to hit, even though they are MCs and hit really, really hard. S6/T6 with 3 armor-penetrating attacks and two wounds isn't bad for a unit that costs only slightly more than a single Destroyer. However, its uses in the army are a bit redundant; If you need to escape combat quickly, you have Monoliths to teleport out, and for CC support you have two Lords. It can smash vehicles but as DL said, it would have to run to do so. Its got good armor smashing ability, being an MC, but once again, moved forward to assault enemy vehicles, its out of your army and no longer able to provide CC support. I would say to keep the TS only if you drop a Monolith, for a little extra umph against enemy transports. Otherwise, you may want to consider removing it.

For a 2k point list with heavy Steamroller-type movement, two monoliths are a near must. You can make it with one, but you need some serious mobile bunkers if you want to survive all the outmaneuvering your enemy is going to try. Your enemy has three choices in dealing with them, each of which leaves them open to a different rebuttal. They can either try to assault you head on with melee troops; You can use your two Monoliths to pull the beleaguered unit out of the Assault, then use the Whip on the other to template them. Then you can shoot them to death. He can try to shoot you but with your armor saves and WBB rolls, as well as Monolith regeneration, he can't do a whole lot to you. He can try to flank you with Jetbikes but your Monoliths can use the Particle Whip to remove them as a threat.

The only thing you really have to worry about is long range weapons, things that are 36"+. Thats what your destroyers are for. Pick them out, get rid of them, then simply descend on his position.
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  #8 Old 14-12-2009, 05:53 PM
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I've got limited play experience against much else, but I find that I really dont have to chase after tanks. they flank my monolith to attack my warriorsTomb Spyder to come in. Taking off my particle projector on my tomb spyder, means I'll charge the tank, get 4 swings. 2 which will hit on average (since it takes a 4+ to hit a moving tank). roll 2 dice to pen. Against a rhino, will need..what..4+ to pen... on a land raider 8+? If I'm lucky, I can immobilize it first iwth a hail of gauss shots, then get auto hits on it..

Last edited by AschenFenix : 14-12-2009 at 05:57 PM.
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  #9 Old 14-12-2009, 08:12 PM
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8+ is good odds with 2d6 roll to penetrate, twice. Gotta love MC rules.

Unfortunately, if a land raider gets that close to you, you may be in deep shit anyway; Expect it to regurgitate a line of Terminators or other CC troops at you. Same with Rhinos. If you can pop it before it dumbs its guys you may be able to kill one or two, though its unlikely. You still manage to get rid of a powerful vehicle with it, however.
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  #10 Old 15-12-2009, 12:19 AM
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I find it exceedingly hard to NOT let a land raider get that close. I mean I had two monoliths firing at one. They shot three times each and I didnt once get a direct hit. Usually what happens to the land raider is it gets close to my line, and my 20 warriors turn and rapid fire it until its got no more weapons to use. But I think the tomb spyder will work better. And on that note, a tomb spyder can hurt some termies purty bad, since you cant save from it
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