So, for those Necron players who like to build a super-killy, hard to kill unit, I think a potential candidate is as follows:
-Destroyer Lord with Ressurection Orb, Warscythe, Phase Shifter, and Veil of Darkness
-Cryptek with Chronometron and Solar Staff
-10 Lychguard with Warscythes
So, right out the gate, this unit has 15 x T5 wounds, all protected by a 3+ save (except the Cryptek) and a 5++ against shooting (thanks to Chronometron). They also all have 4+ Reanimation Protocals, due to Cryptek Technomancer rule. Already a very solid unit in terms of survivability.
Now, turn 1, use the Veil of Darkness to “gate” accross the board to your enemy DZ, right in front of the greatest concentration of troops and/or most dangerous units in his army. The whole idea here is to get everything possible to fire at you. Here’s why…. first, use the Solar Staff’s “Solar Pulse” ability to make it so that all enemy shooting at this unit becomes Snap Shots. Second, if required, activate the Ressurection Orb (you can decided if you want to do this, based on if you fail Reanimation Rolls… if not, simply “save” the ability for later in the game).
Between the Solar Pulse and the Resurrection Orb activated, with a little Mathhammering in between, it will on average take the following to cause a SINGLE unsaved wound against this unit:
-216 x Bolter shots
-43 x Plasma, Melta, Krak Missile, or Lascannon shots
-21 x Railgun shots
-40 x Grav Cannon/Grav Amp shots
As you can see, this unit is basically invincible against any kind of shooting for a single turn… the more firepower your opponent pours into them, then better, since they should shrug it off easily and that means less firepower going against the rest of your army.
This also sets you up nicely to make a Turn 2 charge, provided you DSed close enough to your target enemy units. On the charge, this unit can put out 34 x S7 AP2 Armourbane attacks, all at WS4 and I2 with Preferred Enemy (from the attached Destroyer Lord)…. on average, that’s enough to kill 19 GEQs, 19 MEQs, 12 TEQs, or 6 TH/SS Terminators. If any enemy units survive, then they are striking back against T5 with 3+ saves and 4+ Reanimation protocals, which means the Lychguard should take little to no casualties in return against most units. Against vehicles, this unit is even better, especailly if it can multi-charge several vehicles at once and get the most of their S7 AP2 Amourbane attacks (nothing, Land Laiders included, are safe from these type of attacks).
So, as you can see, while quite expensive points wise (the whole formation comes in at well over 500 points), this can an amazing “anvil” unit to crush your opponent and pin his army down for the rest of your Necrontyr forces to maneuver around and destroy at their leisure.