2008-12-17

Necron "Immortal Monoliths" List

Alright, I've been playing Necron for quite a while now & I've tried out quite a few different army compositions, but this is the one I like. It is internationally called: Not-the-Most-Awesome-of-All-Time-But-Totally-Dead-Hard-Necron-List

Lord with ResOrb: Sstays back with the Warriors and keeps those "We'll Be Back" rolls coming.
Lord with ResOrb & Veil: Starts out with his classmates, but teleports (usually with immortals) when the time is right.
Warriors - 3 groups of 10: Meat and potatoes fighters. Support squads and objective holders.
Immortals - 2 groups of 10: This is the one-two punch. Anytime you have 20 toughness 5 dudes with 24" range S5 weapons, it's time to worry. They can handle themselves in close combat and can put out a hell of a lot of fire power. Oh yeah, did I mention that there are 20 of them? Being Toughness 5, they only have to worry about power weapons and Railguns. Everything else is a cake walk, because they WILL be back.
Flayed Ones - 5 total: These are your harassers. They start in reserve and come in on a flank. They won't win the game for you, but they are a serious distraction.
Monoliths - 2 total: Ahhhh Yeaaaah... This is where it gets "Yo mama so ugly she looks out the window and got arrested for mooning." And yes, you read it right, TWO monoliths. They are slow, ponderous, BUT nearly indestructible. They have to many battlefield roles to count. They shoot, keep you out of close combat, give you extra WBB rolls, teleport across the battlefeild, sit on objectives, and generally strike fear into the soul of your opponent.

General Tactics:
  • Immortals set up in front with the VeilRes-Lord. They take the brunt of the fire from your enemies, which is fine cause they're tough as nails.
  • Around turn 4 or 5, veil them where needed.
  • Warriors set up behind the Immortals with the Res-Lord for supporting fire and grabbing objectives. Remember that you can string them out so that units on different objectives can be in range of the ResOrb. (If you have to sacrifice a unit, these are the guys for the job.)
  • Mololiths are usually on the flanks or in front depending on terrain. These monstrosities keep a defensive bubble around your main force. If the bad guys want to close on you they have to get within the 24" template range. Good for you, bad for them. (I will on occasion deep stike a monolith. This is usually against Tau (no surprise there).)
  • Once the Monolith arrives on the table make sure it is in their face. Then next turn, Veil up one squad of immortals and suck the other through the Monolith. Huzzahh... now your enemy has 20 Immortals up in their face.
  • Lastly, keep the Flayed-Ones in reserve and pop them out on a flank as a distraction. They usually die, but every once in a while they can cause some serious damage & with the WBB rolls, they are a pain to wipe out!


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