Necrons are great, we all know that, but my goal is to make a truly balanced army with something for every situation.
6th ed Necrons | 1750pts | ||
Unit | Description | Size | Cost |
HQ | |||
Destroyer Lord | Weave, Mind Shackle | 1 | 160 |
Troops | |||
Warriors | 20 | 260 | |
Ghost Arc | 1 | 115 | |
Warriors | 10 | 130 | |
Immortals | Tesla | 10 | 170 |
Elites | |||
Fast Attack | |||
Scarabs | 10 | 150 | |
Tomb Blades | P.Beamers | 5 | 150 |
Destroyers | 5 | 200 | |
Heavy Support | |||
Spiders | 3 | 150 | |
Doom Scythe | 1 | 175 | |
A.Barge | 1 | 90 | |
Totals | 67 | 1750 |
So, not your usual Necron list! Not totally crazy, but definitely some uniqueness, which I really like.
So, let’s start in Heavy Support.
The Doom Scythe needs no explanation. It is awesome. Strength 10 is super, super useful. On a flaying platform? Fuggetaboutit.
The Anni Barge is extremely points efficient, puts out great firepower, and is a cool model.
The Spyders are there for counter assault and to support the Scarabs for a mini Scarab farm, which is still extremely good. Scarabs are fantastic for tar pitting (better now due to the Fearless rules changing), will wreak vehicles better than before due to hitting them more easily (and we still see a ton of MSU Vehicle spam lists) and are great for taking up real estate. Plus, Scarabs can bubble wrap very well.
I am a big fan of Tomb Blades. 5 fast, strength 6 small blasts is BRUTAL. They are good against vehicles, infantry, almost anything really. Having played Long Fangs for as long as I did, I know how brutal stacking small blast templates on a unit can be. You roll 3 or more hits on a unit that is packed in, and they are going to get wiped in a hurry. Being able to contest objectives and take them in the Scouring is quite good, too.
The Destroyers are the unit most people will be scratching their head over. I admit, Wraiths are extremely appealing, maybe the better choice, but the Destroyers have speed, preferred enemy and powerful shooting which combined with reduction in cover saves means they can be very effective. They can assault non-dedicated assault units well enough, and they can move swiftly to contest objectives late game, plus are scoring in the Scouring. This is the unit most questionably staying in the list, but I must admit, I like the idea of winning with such a poorly regarded unit!
For Troops I opted for a little different configuration than normal.
I really enjoy playing the big bricks of Warriors. They are fun to me and I like the cat and mouse of keeping them in threat range but out of charge range. They will typically be joined by the Destroyer Lord to confer preferred Enemy onto them, which makes them really devastating with shooting. I was considering moving some things around to get them a Veil for mobility, but at 1750 it didn’t work so well. This unit is supported by the Ghost Ark, which keeps them up to full strength with regeneration. This unit can be so resilient that oftne, people won’t bother shooting at them. If they do, good, it leaves your other units free to act with impunity.
The other unit of 10 Warriors can ride around in the Ghost Ark for a lot of mobile firepower, or they can hang back on rear objectives.
The Immortals are a tougher, harder hitting objective grabbing unit that can act on its own without much, if any, support. Plus, I dig the models!
The Destoyer Lord is just a great, all purpose unit. He can go off on his own, take on heavy hitters with Mind Shackle, tank wounds with his 2+, confer his Preferred Enemy onto units, etc. He is really a fantastic utility, I really like him.
So, I have not played this specific list yet, but I want to. I think it has a little bit of everything, resiliency, flexibility and would be very fun to play. The only change I would really consider would be to swap Destroyers for Wraiths, but that draws the Destroyer Lord away from the big brick of Warriors which are an integral part of the army. This army is fast, shoots well, assaults fairly well, and can answer most any threat.
I have an idea for a cool, easy paint scheme, too. So, I may have to make this army happen once I finish my Nids….and TAC Marines….and Orks! Hahaha
Very nice and well rounded. But I still have a ton of ideas! 😉 Why not put p. beamers on the spyders as well? Perhaps remove one destroyer and three warriors?
I think I would switch the (very cool) d.lord for Zahndrekh and an aegis with quad, -that will get you some much needed anti-air (with tankhunter) and also some longrange shooting. The farm can hide nicely behind the line and prepare to counterattack. You can also make yourself a nice little deathstar with Zand + the spyders. And .. how about removing h&r from any harliestar while they’re fighting scarabs? -then slam the spyders in the side of the fight?
I would also consider using heavy destroyers instead of normal destroyers. I think you need Ap2 more than Ap3 as you already have a lot of low ap-dakka.
It is not very different from my current ideas for my crons, -but I am planning for a comped tournament. I am afraid that in a comp-free, fully competitive environment, this build lacks tools to counter the powerbuilds present (at least present in the swedish meta…) -Necron Airforce w/ wraithwing, Fateweaver daemons, 45 lootas behind an aegis, Paladins w/ some necron flyers and so on.
But, well, this list has style and the above mentioned has not, so … this might suit you better! 😉
Damn, some good ideas there! P.Beamers on the Spyder certainly gives them a lot more functionality. Zandrehk is super useful, too. I might have to try that out.
As for Wraiths, I think this list actually has a lot of tools for them. The Warriors can blast them down, particularly with preferred enemy. But, one bad combat, and they are gone!
The Quad gun is the first thing I would add at 1850, for sure. I think that is a very good suggestion.
The destroyer lord is considered jump infantry I thought it can only join destroyers and wraiths? Warriors are infantry so I don’t think you can put him with them.
Jump infantry can join regular, but the unit moves at the speed of the slowest model.
I thought they can move max dustance as long as they stay within the 2” coherency requirement. So you could string out a line of guys so long as the 2” req. is fulfilled.
Yes, that is a subtle change a lot of folks miss. I like it, much more realistic.
yes, each model may move max distance, but the unit moves at the speed of the slowest model with regards to falling back, running, if it gets a fleet roll, etc.
Actually, no not any more! The Jumper still moves at jump speed, they just can’t leave unit coherency.
There is no restriction on that, he can join any unit, actually.
I fear for you ghost ark early in the game. With the few vehicles you’ll have to start with the ghost ark is going to take the brunt of the anti tank fire and I feel its going to be destroyed early. The single ghost ark also seems kinda crucial to your army seeing as it is the only mobility that your troops have and it is there to put models back in the warrior blob. I just don’t see people shooting the blob till the ark is dead and don’t see the ark lasting to late game to drop scoring models on objectives.
One suggestion I would have is adding another ghost ark to the list. This would give you 2 transports to move onto objectives with, and with 2 one will likely survive to make use of the repair ability. I’d drop the destroyers to make room.
The destroyers and tomb blades just look like they are there to perform the same function. Both very mobile anti infantry, with the blades being a little better at tanks and destroyers a little better at meq. You probably only need 1 of these, I think the blades do it more efficiently(have a wider range of targets and are cheaper) so I would drop the destroyers for something else such as a second ghost ark.
I agree with a lot of your points. 1 vehicle often equates to a dead vehicle, and a savvy player will target it. I would definitely have to play defensively with it, no doubt.
The Blades and the Destroyers do overlap a bit, I agree. The Destroyers are the unit I would be most open to dropping to make room for something else. It may make sense to include another Ark, or to squeeze in some Wraiths, as well.
Nice man, I like it. Especially the destroyers. I have kinda been scratching my head about why people are so adverse to take them. Maybe bad carryover experience from the last edition? IDK, but I think they just wreck Space Marines and are pretty hard to kill, especially if you shifted your D.Lord over to them(despite redundancy. very situational of course).
Two suggestions. I could be wrong, but flyers seem to fall under the same rule as Vindicators: Take at least 2 or don’t take them at all. Just seems like 1 is the perfect number for being easily dealt with. Second, no res orb on the D.Lord? Seems like it would add versatility with his ability to jump around from unit to unit. Adding the extra buff where it is most needed. I know it is hard to find points though.
I was considering the Orb, definitely worth dropping a warrior or two to fit in.
Destroyers are quite good, they are underestimated. However as others pointed out, the Tomb Blades do overlap with them a bit, and they do fulfill roughly the same function. With all the Infantry armies out there now though, I don’t feel that bad about it. Plus, Destroyers are also good against vehicles, and with Preferred Enemy are passable against vehicles (this goes for the Warriors, too).
15 warriors is the mathematical tipping point for when it becomes economical to add a res orb instead of 2 more warriors. 18 + orb is more durable than 20 warriors.
Thank you for pointing that out, saves me from doing the math myself!
This is true and if you want to make the most of the D.lord as a support character sit him in front, and LOS every wound except for AP3/4 that way he still tanks a lot of shots(rolling roughly 1 save for every 6 warrrior saves) while the warriors still have to make RP which makes use of the orb and the Lord survives longer to continue the res.orbs life span. Too often I see people try to tank all the shots with the Lord which is a mistake if he has a orb.
BTW the “D” in “D.Lord” is for “Douche.” =)
It is! hahaha
It’s a solid list, but gotta agree with some comments. I would say drop the doom scythe and get an aegis gun and some more warriors/immortals. You have so many glancing tools, but are lacking a dedicated assault unit. Scarabs die faster than expected, with the points invested I would strongly recommend wraiths. They are the only unit that can stall/overwhelm other assault units, unless you know you can overwhelm their assault units with sheer firepower. I would even consider dropping the d. Lord for a staff lord with mind shackle and add despair crypteks for ap 1 flamers, as particle beamers don’t ignore cover.
Yeah, Wraiths may be the better call, it will come down to play testing, really. I think the firepower of the list will overcome a lot of that, but the list is vulnerable to a bad round of combat.
Here is some thought as I am currently crafting my own tournament Necron List:
Destroyer Lord are great Support Characters for Tesla Immortals (Rez Orb, Scyth, Mindshackle and of course Preferred Enemy Everything!)
Re-rolling 1’s to hit and to wound with Tesla Carbine makes that unit extremely efficient at targeting infantry. At the moment I run mine with Varguard for the extra CC punch and Ghostmantle zipping around the battlefield.
Wraiths in my experience playing against them seem like a much effective Counter-attack unit or locking down units which could prove problematic. Using them as an assault unit seems only good when playing an army that is essentially nothing but a shooting army. I have been using 2 units of 4 to great effect keeping them behind my lines or in front of ghost arks to provide them cover turn 1.
Ghost Arks with 10 Warriors are an effective firebase to hold the center and provide pretty surprisingly effective anti-tank.
I find the Doomscythe unimpressive and Annihilation Barge the best thing out of the codex, great anti-infantry, great anti light armor, great anti flyer.
I like a mix of Ghost Arks and Night scythes. AV13 is become more relevant on the table with the focus away from bringing anti-mech.
You make some very good points, although I disagree on the Doom Scythe. I have had the Doom Scythe just shine. That thing in the right match-ups is outstanding. Also, it is always nice to have a strength 10 weapon in your list if you can fit it in. For ID, denying FnP and cracking AV14, it is fantastic (although Crons really don’t need much help taking down armor).
I agree that the Anni Barge is fantastic. A very good, multi-functional unit.
Hey Reece, I’ve actually been trying to think outside the box with my Necrons a bit lately too.
Someone already mentioned Zandrek with the quad gun, which is just fun as hell (reminds me of Feugen doing the same).
Another fun idea, though it requires a totally different kind of list is taking 2×5 deathmarks in Night Scythes with 2 Despair Crypteks in each… You’ll fly on 36″, disembark and shoot a pair of AP2 flamers, wounding on 2+… gross.
I’ve also been playing with Lords in CCB’s. They’re not terribly expensive, and have a 2+ save in combat so long as the barge is still around. Fly over a unit, take 3 swings (if they’re close enough), then turn around and charge with the CCB, hitting a few more. Since you have lower Initiative, you can see if they do more than 2 hull points, if so, you can stick a couple wounds on your guy, turn around and do it all again.
Another fun thing to think about, if we’re talking Zandrek is using Obyron to teleport around a unit of Tomb Spyders. I find Particle Beamers to be a bit expensive at 25 points, though when you think about it, 75 points for that whole package isn’t bad. Since Obyron doens’t scatter when he’s near Zandrek, you can actually keep a second unit of Tomb Spyders near Zandrek, teleport up with one unit, teleport back and join the other unit, then teleport up the second unit. Turn 3 you’ll have 2 units of Spyders anywhere you need them.
Zandrehk and Obyron are both really cool, I agree. You can pull off a lot of fun combos with those guys.
A lot of folks are running Deathmarks, they are solid. They can put down a boatload of wounds, which is often a very solid tactic: Drown the other guy in dice!
The cool thing about Necrons is that they have so many good units. You can really build a ton of different types of armies and just kick butt with them. I would like to see your list when you get it a bit more worked out.
Actually, the Deathmarks are only there to give the Hunters in Hyperspace rule to the Crypteks really… Those 2 AP2 templates wounding on 2+ is pretty much going to do all the damage you need, maybe if you’re lucky the 10 sniper shots will take out another…
I’m still tweaking things, but here’s one list I’m playing with:
Nemesor Zandrekh
4 Crypteks: 2x Despair, 2x Destruction
Necron Overlord: Warscythe on Catacomb Command Barge
5 Crypteks: 2x Despair, 2x Destruction, 1x Storm
5 Deathmarks: (2x Harbinger of Despair) in Nightscythe
5 Deathmarks: (2x Harbinger of Despair) in Nightscythe
10 Immortals: Tesla Carbines (Zandrekh and Harbinger of the Storm)
5 Warriors: (Harbinger of Destruction)
5 Warriors: (Harbinger of Destruction)
5 Warriors: (Harbinger of Destruction)
5 Warriors: (Harbinger of Destruction)
Annihilation Barge
Annihilation Barge
Aegis Defense Line with Quadgun
Total: 1750
Overall, the army has a ton of firepower, though basically no melee defense. Zandrekh is going to be nasty, sitting with 10 immortals, behind a wall, with a rez orb, firing off tank hunting quad guns, while the Deathmarks assassinate any immediate threats (like Harlequins, or Longfangs).
I actually like your list, although I think one of your death marks should deep strike and have the despair tek go with the immortals and zahndrekh either v.o.d it or put them in the scythe Your troops have no protection
If you do that though, then Zahndrekh isn’t manning the Quadgun. The nice thing about the Scythe for the Deathmarks is no scatter and you can get your troops 42″ across the board, which basically means your Deathmarks will be wherever you want them to be. If I wasn’t going to put them in scythes, I probably wouldn’t use Deathmarks at all.
Only three non fearless troop choices? How are you planning on winning games?
You definitely aren’t gonna shoot them off the table. Or beat anybody in assault.
He already gave a breakdown of the units an why he took them. Not the most effective list since he isn’t a spammer but keep in mind his game is now his business. He has plenty of time to contemplate what to use and why, I think we need a battle report with your army.
I’m not questioning anything other than the troops. 5/6 missions are objective based. You win games by holding objectives. That is extremely hard todo with only three non-fearless troop choices.
If you can’t hold objectives, that must mean you’re planning on tabling opponents either in the shooting or assault phase.
Do you understand my point yet? His army doesn’t look like it can hold objectives, nor doesitlook like it’sgoing totable anybody.
He posted a list and asked for thoughts. The mighty Reecius is not infallible, nor do I pretend to be. I didn’t say anything offensive, so why are you acting like I did? You don’t need to defend him.
Lol wasn’t sure you read his breakdown from your comment. See you at the bao
Why do you think I come here? To read articles by good players.
Haha, I am definitely not infallible! I like hearing everyone’s critiques, they often catch things I miss.
Necrons don’t have any fearless troop choices, so that is sort of a moot point. That said, these troops choices are fairly resilient, but they do lack mobility, which is more concerning to me than the amount of them and their lack of fearlessness.
Persoanlly, I’d drop the destroyers for a Night scythe w 5 warriors and a stafftek. I’m defnitely comfortable with 4 troop choices, and you gain mobility.
Destroyers and robobikes fill the same roll and Ilike the bikes better. Having a second flyer will mean that quad gun hasto make achcoice. And you still aren’t a full on “airforce.”
I agree about 4 troops as that is what I typically shoot for, however, that big brick of 20 is so hard to kill it makes up for it, IMO. Obviously I can’t take as many objectives, but I think the troops I do have are quite resilient. The unit in the Ghost Ark is pretty hard to get at, too, and a low enough priority that I think they will often avoid too much attention.
Ive played against the twenty man blob quite a few times. After the first game I learned to ignore them, as they aren’t going to die. Problem is, all I have to do is stay out of 12″ range and all theyre doing is holding a single objective. Thats a lot of points to hold home base seeing as how they have zero mobility.
Not really 0 mobility, they can do walk, after-all. I know it isn’t fast, but it isn’t exactly static, either. And they do have a 30″ threat radius, which with Preferred Enemy, is nothing to sneeze at. I quite like that unit, myself.
I guess I’m just not a fan of deathstars. Ive never had a problemsimply avoiding them. What do you gain over, say, 2×10 man squads. If I am out of rapid fire range, youre rerolling what.. 3 hits and that equals a total of 2 + 13 = 15 hits for 7.5 + .5(reroll) meq wounds = less than3 dead marines.
If you split that up into 2 squads and only one has pref enemy they total up to a little over 2 dead meqs.
Neither really scares me.
So… A gain of 1 dead meq or another scoring unit? I’m not a fan of foot warriors in general, but I know what option Id take. Pref enemy does not seem worth losing a court over at all.
(btw typing on touchscreens can be ballz)
You make some really good points. I plan on playing this unit as my aggressive objective taker. The other benefit of Preferred Enemy is rerolling 1’s against Flyers, and Crons are not bad at glancing them to death.
I would also drop the d lord and 5 scarabs. Courts are too good to pass up. With the points get yourself a comman barge and veiltek for those 10 immortals.
Hippo you plan on going to BAO?
Yeah, got my ticket already.
I think destroyers are awesome, I’ve done the math and against any weapon but ap3 they are more likely to survive than terminators.
Bolter example:
Terms: 2/3 to get hit x 1/2 to wound x 1/6 to fail save = 2/36
Destroyers: 2/3 to get hit x 1/3 to wound x 1/3 to fail save x 2/3 to not regenerate = 4/81or 2/40.5 which is less of a chance to die than a terminator. Plus they are really hard to trap in assault. I typically bring 15 destroyers in my army. On the offensive side…
Vs marine:
2 shots x 2/3 +(1/6×2/3) to hit x 2/3 +(1/6×2/3) to wound and no armor save = 1.14 dead marines per destroyer per turn.?
Also I’m new to this forum, so Watup.
Welcome to Frontline!
And yeah, Destroyers can be quite good, plus preferred enemy is a nice bonus, too.