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  1. #1

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    Whats worth it?

    Hey everyone, New to the forums and I'm an extremely casual Necron player, I play maybe once or twice a month if lucky (Haven't played at all in the last 4 months due to work). My reason for joining is that with the new codex I don't want to invest money in stuff that I won't use all that much, but there's a bit of an overload of information and sometimes its hard parse everything and determine whats the best options out there.

    Let me start off with what I have.

    ~75 Warriors
    ~15 Scarab Swarms
    1 Destroyer Lord
    1 Lord with Res Orb
    3 Destroyers

    Just from reading the Codex and the little understanding I have of the game It seems that the Immortals are beasts, so I'm planning on picking up a squad or two of them.

    Finally with named HQs I want to pick one up, my first inclination is Trazyn, is that correct, or is there another one I should be looking at. I don't have any vehicles, and don't know if I need any. (I own a Monolith still in its box). Is it worth looking into Crypteks if so, which ones, and Lynchguards look like the only real viable CC option available or am I overlooking something.

    Any tips or "reviews" would be appreciated thanks.

    Last edited by Fredwood; 17th January 2012 at 18:19.
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  2. #2
    scorcher5's Avatar
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    1) get your hands on a couple of boxes of lychguards and equip them with dispersion shields. Trust me, they are BEASTS!
    2) you always want your warriors to be accompanied by a lord w/ res orb as this makes them very durable.
    3) the annihilation barge is a steal for 90 points, it's effective, fast, and it also comes with a free overlord.
    4) ghost arks are always a good option but they're SO expensive. On the bright side, 'crons still make a pretty good foot-slogging army.
    5) Scarabs slaughter tanks, but they're very fragile, so make sure you keep them in cover.
    6) I still love the monolith especially with the firepower it brings and 14 all around armor really gives your opponent a headache.
    7) D-arks are also beasts and with the quantum shielding your opponent will have a hard time taking it out.
    8 ) ALWAYS give your lords mindshackle scarabs. This turns a heavy shooty squad to a close combat threat.

    I'm not an elite necron player but once you play a few games you'll definitely get the feel for the crons. You'll get to know their strengths and weaknesses and have a blast playing with them!

    Last edited by scorcher5; 17th January 2012 at 19:13.
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  4. #3
    wookieplus's Avatar
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    Lychguard definitely not the only viable CC option. Sadly, the best CC unit on the board - wraiths - isnt actually available at the moment though.

    Lots of tips and reviews can be found by browsing the various threads on the Necrons forum - lots of discussion about the relative merits of the units.

    Looking at your existing army:
    - lots of warriors. These are pretty good, particularly now they can ride AV13 transports, and also get Relentless from pairing up with a suitably upgraded Lord.
    - scarab swarms; most people think they are pretty good if used well. Their ability to carve up armour is very useful; 4 scarabs on the charge can easily take down a landraider if it didnt move the previous turn. the trick is for them to survive...
    - destroyer lord. Good guy, but only if paired with a good CC unit. Wraiths are excellent. When they come out (fingers XXXed....February). Otherwise, avoid as you dont really want loners.
    - Lord with Res Orb. RO isnt seen as such good value these days, although it can be powerful if you have a large phalanx of warriors. But unless you're playing full WYSIWYG you can always ignore it. Or modify the model.
    - Destroyers. Generally seen as a bit overpriced for what they are.
    - Monoliths are also seen as too nerfed to be fully useful, although there are also some posters who swear by them.

    to build on your existing army, I'd say go with a strong infantry force backed up with a couple of Ghost Arks for the Repair capability and maneuverability, and a couple of decent size scarab swarms for tank-killing. Get an Annihilation Barge for general support (and also, this provides a second Lord for free!) With 2 lords and several infantry units, you can now add 2 Crypteks to each infantry unit - Destruction and Storm are generally the most popular options. Voila - a new army for about £120 - or for about half that, you can scrap the ghost arks and use the monolith, which probably makes for an interesting game but maybe not a very strong army.

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  6. #4
    scorcher5's Avatar
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    Originally Posted by wookieplus View Post
    Lychguard definitely not the only viable CC option. Sadly, the best CC unit on the board - wraiths - isnt actually available at the moment though.

    Lots of tips and reviews can be found by browsing the various threads on the Necrons forum - lots of discussion about the relative merits of the units.

    Looking at your existing army:
    - lots of warriors. These are pretty good, particularly now they can ride AV13 transports, and also get Relentless from pairing up with a suitably upgraded Lord.
    - scarab swarms; most people think they are pretty good if used well. Their ability to carve up armour is very useful; 4 scarabs on the charge can easily take down a landraider if it didnt move the previous turn. the trick is for them to survive...
    - destroyer lord. Good guy, but only if paired with a good CC unit. Wraiths are excellent. When they come out (fingers XXXed....February). Otherwise, avoid as you dont really want loners.
    - Lord with Res Orb. RO isnt seen as such good value these days, although it can be powerful if you have a large phalanx of warriors. But unless you're playing full WYSIWYG you can always ignore it. Or modify the model.
    - Destroyers. Generally seen as a bit overpriced for what they are.
    - Monoliths are also seen as too nerfed to be fully useful, although there are also some posters who swear by them.

    to build on your existing army, I'd say go with a strong infantry force backed up with a couple of Ghost Arks for the Repair capability and maneuverability, and a couple of decent size scarab swarms for tank-killing. Get an Annihilation Barge for general support (and also, this provides a second Lord for free!) With 2 lords and several infantry units, you can now add 2 Crypteks to each infantry unit - Destruction and Storm are generally the most popular options. Voila - a new army for about £120 - or for about half that, you can scrap the ghost arks and use the monolith, which probably makes for an interesting game but maybe not a very strong army.
    You're right, I forgot to mention wraiths and tomb spiders. The only problem is, they're really expensive at the moment (at least when they WERE available) so I'm gonna wait for the second wave.

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  8. #5
    Dragonknights's Avatar
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    I say Crypteks is a must and search around on the web. Some players made cheap conversions with the spare bits from there immortals/deathmark set and Triach Preatorians/Lychguard set if they made Immortals with Tesla Carbine or Gauss Blaster and Lychguards armed with hyperphase swords and dispersion shields.

    You see the rod of covenant from the Praetorian and the head of a deathmark on a normal necron warrior model makes it look similar to a Cryptek (without its cloak) which saves you a lot of money. Plus you then would have a unit of immortals and Lychguards. P.S Equip your immortals with the new Tesla Carbines because your warriors will give you more then enough gauss weapons.

    What would happen? If 4 models representing all my 4 armies would talk to each other.

    Space Marine says: Kill all Xenos!
    Eldar says: Well this is going to a civilized conversation, MONKEIGH!
    Necrons says: 01010100010101
    Dark Eldar says: Hold on everyone! Before we are starting to have an enjoyable little slaughter has anyone seen my Cocaine? I serious need to get high!
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  10. #6
    StainlessSteel47's Avatar
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    All I'm gonna say is Annihilation Barge. The best deal for 90 points and the best deal money wise in the Necron army.

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  12. #7

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    Appreciate the help so far, especially about the hints about the modded stuff and the Annihilation Barge. So what I'm hearing is to not bother with Trazyn, just stick with the Overlord that comes in the Barge?

    Last edited by Fredwood; 18th January 2012 at 01:32.
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  13. #8
    Dragonknights's Avatar
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    Originally Posted by Fredwood View Post
    Appreciate the help so far, especially about the hints about the modded stuff and the Annihilation Barge. So what I'm hearing is to not bother with Trazyn, just stick with the Overlord that comes in the Barge?
    Trazyn can work but you need to build a list around him. Meaning you need to have a big squad of Lychguard or other non scoring CC infantry unit which he then joins. Because Trazyn is scoring HQ meaning he can claim objectives. I personally led him lead a squad of 10 death marks with a lord with resc.orb, warscythe and mindshackle scarabs attached to it so I can also make use of his Phareon rule. And a Squad of Lychguard should the deathmarks and Trazyn being wiped so that Trazyn can come back in the Lychguard squad and make that scoring.

    What would happen? If 4 models representing all my 4 armies would talk to each other.

    Space Marine says: Kill all Xenos!
    Eldar says: Well this is going to a civilized conversation, MONKEIGH!
    Necrons says: 01010100010101
    Dark Eldar says: Hold on everyone! Before we are starting to have an enjoyable little slaughter has anyone seen my Cocaine? I serious need to get high!
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  14. #9
    PyroSikTh's Avatar
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    Honestly? There isn't a bad unit in the codex. Every unit has it's uses. You honestly couldn't go wrong with whatever you decided to buy.

    Annihilation Barges, Wraiths, and Warriors in Ghost Arks are the bread and butter in my opinion though.

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  15. #10
    Local Bubble-Burster POP! yWizePapaSmurfy's Avatar
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    Slightly differ from everyone, Wraiths aren't bread n butter choice to me, much too fragile for what people think of them (2W T4 is NOT absolutely durable, even with 3+ Invul, you're just marines still.

    “A man must know his destiny… if he does not recognize it, then he is lost. By this I mean, once, twice, or at the very most, three times, fate will reach out and tap a man on the shoulder… if he has the imagination, he will turn around and fate will point out to him what fork in the road he should take, if he has the guts, he will take it.” - General George S. Patton
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  16. #11
    Cryage's Avatar
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    Originally Posted by yWizePapaSmurfy View Post
    Slightly differ from everyone, Wraiths aren't bread n butter choice to me, much too fragile for what people think of them (2W T4 is NOT absolutely durable, even with 3+ Invul, you're just marines still.
    True, but you're like paladins but with more strength and more speed and a better invul save vs shooting... granted the wraiths cant be carted around in a land raider though and only have rending not power weapons lol

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  17. #12
    PyroSikTh's Avatar
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    Originally Posted by yWizePapaSmurfy View Post
    Slightly differ from everyone, Wraiths aren't bread n butter choice to me, much too fragile for what people think of them (2W T4 is NOT absolutely durable, even with 3+ Invul, you're just marines still.
    Compared to Lychguard, Praetorians and Flayed Ones, Wraiths take the gold.

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  18. #13
    Local Bubble-Burster POP! yWizePapaSmurfy's Avatar
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    I still say nay Pyro, you throw 5 T4 Wraiths at my lines, I can easily deal with them with boltguns.

    Can't say the same with Lychguard with T5 and RP. Especially if you throw small-arms at them there's a difference, even bigger when you try to shoot heavier firepower their way they can reflect via shield.

    “A man must know his destiny… if he does not recognize it, then he is lost. By this I mean, once, twice, or at the very most, three times, fate will reach out and tap a man on the shoulder… if he has the imagination, he will turn around and fate will point out to him what fork in the road he should take, if he has the guts, he will take it.” - General George S. Patton
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  19. #14
    wookieplus's Avatar
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    Well, wraiths have a 12" move so you're yWisePapa must be throwing a lot of firepower to take them down in a turn! Admittedly they get IKed by S8, but with bolters, needs 12 bolter hits on average to take each wraith down. So, 5 wraiths, thats 60 boltgun hits - or 90 shots with units at BS4.

    Its a good point though - but why would you charge your wraiths right up the centreline so everything can fire at it? I keep them on one or other flanks, they always get to engage.

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  20. #15
    Local Bubble-Burster POP! yWizePapaSmurfy's Avatar
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    Thing is, I see people want to cram Wraiths down people's throats and pressure people with them. Most people still think T4 and 2W with a 3+ Invul is durable. It's only "durable" if the opponent wastes S8 their way, and even then they're not really "wasting" S8 firepower on them if your army is chock full of AV 13 which S8 has not a fun time trying to get through ANYWAYS...

    They don't have the durability to do that, nor enough power. Look at Thunderwolves of the Space Wolves, that's what I am comparing to for a "hammer/anvil" job.

    Only advantage Wraiths have is a constant 18" threat, which is good mind you, but comparing Wraiths to some other choice in the 'Cron army for "automatically better" is wacked, IMO.

    And yes, you can move into the threat range of Wraiths without fear with a good army:

    - You have multiple redundant units where you don't care for a loss? You don't care if one is eaten by Wraiths then the rest of the army retaliates.
    - You're a mech army? You really don't care if Wraiths/Scarabs are the Necrons' only Anti-Tank threat, thanks to hits on 6's (A transport won't likely move 6" unless it aims to stay back and fire, if it's a Rhino it's probably always moving 12" against a threat like this PLUS the transport move+disembark+rapid fire threat range is better than 18" in all armies that can do this.).
    - You still crush my "35 pt transport" despite the above? Great, the guys get out because I was smart enough not to let you surround and block transports and now they shoot you dead. Biggest problem playing against a Mech army - You charged the shell you were supposed to charge, now whatever can you do about the occupants? Oh nothing, until your next turn. Which is why shooting > CC in many MANY cases.
    - Army formation > CC. Really, one can hide a shooty army in amidst many transports and fire to full effect, look up how GK Purifiers play, any other army that has sense with Rhinos does the same. Against Tau and IG? Throw up a expendable "flesh wall" (Squad) and force the CC units to charge them first because your bubble was so tight they can't land where they want.

    Just a few examples.

    “A man must know his destiny… if he does not recognize it, then he is lost. By this I mean, once, twice, or at the very most, three times, fate will reach out and tap a man on the shoulder… if he has the imagination, he will turn around and fate will point out to him what fork in the road he should take, if he has the guts, he will take it.” - General George S. Patton
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  21. #16

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    I take both. By the time people sort out the Wrath issue, there is a big team of Lychguard knocking on their door. All while my immortals and warriors do their dirty work, relatively unmolested.

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  22. #17
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    Yeah its a tough call but my Lychguard have shined head and shoulders above the Wraiths so far. Like Papa said, Ive wrecked some transports, and then was gunned down by the guys inside. They have really only worked to keep my DLord alive a round or so while they are all killed off.

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  23. #18

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    Originally Posted by Fingers View Post
    They have really only worked to keep my DLord alive a round or so while they are all killed off.
    This, totally. My wraiths are primarily there for an invuln save from high str low ap weapons for my destroyer lord. If they survive and get to help, great, if not, oh well.

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