Quote: (Chroma @ 02 Dec. 2008, 12:39 )
One of the more egregious things about the "old" Murder of Monoliths armies was that Monoliths had "infinite" extra attacks on their FF weapon, up to the number of enemy units within 15cm... now they get *three* attacks, no more, no less, so it's not *quite* as bad... also, I believe Monoliths cost 65 points then as well... *laugh*
Exactly.  That version could have had a Warbarque and might still have been able to squeeze in yet another activation.  And, of course, the auto-rally when off-board was a whole other level of insanity when it came to maintaining activation count over the course of a game.  I think this will be much  more reasonable.  I see this list as potentially having some real problems.
As far as this army list, I'd say it's worth dropping a couple activations from the army to take a Warbarque.  17 or 18 should do about as well as 19, and the extra +2 SR makes a big difference when you're teleporting everything into the enemy's face.  With 14, you can count on losing ~3 upon teleporting and if the Eldar go first, you will lose 3 more (with Farsight retain) before any of the Necrons activate.  With SR1 you are almot guaranteed to lose 6 activations out of the gate.  With SR3, at least you have a chance to use some of them first.  In a turn where Eldar won previously, you would actually have a decent chance to win strategy because Necrons would win a tie.
Tactically, I would avoid the first-turn port-o-rama because the Eldar can set up for it.  Stall with some token forces until the Eldar shift.  They cannot castle up indefinitely or they run the risk of the Necrons doing a teleport objective-grab win.  Let them stick their noses out a bit first.
On a side note, I can't recall how the Necron SC rule is written.  Is it only in effect when the SC is on board?  If so, you can keep the SC off board and virtually guarantee a Turn 1 strategy loss, giving the Necrons the optimal chance to win strategy on turn 2.