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|
|Destroyer Lord||Weave, Mind Shackle||1||160|
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