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Made in gr
Freaky Flayed One





Necron Decurion

Reclamation Legion: 1478pts

Necron Overlord (Phase shifter, Warscythe, Ressurection Orb, Veil of Darkness) - 175pts

10 Necron Warriors (Ghost Ark) - 235pts
10 Necron Warriors (Ghost Ark) - 235pts
10 Necron Warriors - 130pts
5 Immortals - 85pts
3 Tomb Blades (1 Particle Beamer, 3 Nebuloscopes, 3 Shield vanes) - 68pts
5 Lychguard (Hyperphase swords + Dispersion shields) - 150pts
Monolith - 200pts
Monolith - 200pts

Canoptek Harvest: 372pts

Canoptek Spyder (Gloom Prism) - 60pts
3 Canopterk scarabs - 60pts
6 Canoptek Wraiths (4 Whip Coils) - 252pts

Total: 1850pts


I wrote this list predicting a shift in the meta towards less AT and more low AP weaponry(due to Battle Companies (with low AV transports), Deathguard warbands(low AV transports) and Necron Decurions(with no vehicles)). I value high AV transports for my warriors and want to try out the Monoliths both as shooting big pie AP 3 str8 (ID to t4) and as high AV teleporting utility piece. Any ideas?

There's 3 really big problems with running two Monoliths:
-The biggest problems obviously would be grav. (devs mostly, which I'm trying to turboboost/assault with tomb blades and then wraiths, as well as lychstar teleporting there 2nd turn, effectively making them move/not shooting)
-Besides that, obviously big guys with D-Strength shooting would be a problem, which, again is solved by assaulting turn 2 with either teleporting lychstar, wraiths or just the tomb blades going flat out.
-And the most difficult to solve, melta. I guess tactical positioning of the assault/scary units between the Monolith and the melta-carrier unit would play a part, as well as trying to kill said carrier with the Large AP 3 pie. Drop pod meltas are an entirely different thing, I don't think I can play arround, exept deploying some units (like the Ghost Arks) arround the Monoliths to protect the 6" range bubble. I know this doesn't sound too convincing but I'm almost fine if Ghost Arks get melta-shotted due to the 4+ jink I'm always going to go for and I don't lose as much if it explodes. So, I might even use Ghost arks as a luring factor to try to shift attention away from Monoliths.

This message was edited 2 times. Last update was at 2016/12/19 15:05:42


"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in us
Regular Dakkanaut




Personally i would not run 2 monoliths unless you wanna make a wall (no i wont put a trump joke in here). They just don't deal out enough pain for the cost, and I don't see you wanting to try and move everyone in your list to the otherside of the board with their gates.

Tomb blades (while my least favorite part of the decurion detachment) are strong, and that 3 man group is gonna be pop shotted fast. They are somewhat durable but not THAT durable. If you run ITC that will be an easy kill. So will the ghost arks.

Lychguard are pointless alone. Even with the lord, they are very slow and are easy to avoid, even walking out of the monolith. But its about a 50/50 split in opinions. Some people like to have an unkillable unit, i just find it kind of a waste of points... even though the lychguard are my favorite model.

I ran a very VERY similar list, only difference was i didnt have a second ghost ark or a second monolith, but i did have an obelisk. Needless to say, it does not take a whole lot of firepower to take those guys down Just a few specialized troops.


Automatically Appended Next Post:
Also, the veil and the monoliths are doubling up on strategy to move models around the board

This message was edited 1 time. Last update was at 2016/12/16 17:10:35


 
   
Made in gr
Freaky Flayed One





WikkedTiki wrote:
Personally i would not run 2 monoliths unless you wanna make a wall (no i wont put a trump joke in here). They just don't deal out enough pain for the cost, and I don't see you wanting to try and move everyone in your list to the otherside of the board with their gates.


One Monolith would be better, strategically and points-effective wise.(at least, imo). The problem is, one is too easy to focus on and make disappear. Two create a saturation. Less experienced players will split fire and even the more experienced ones will probably not kill both in a single round, meaning I get to keep my Monolith probably to turn 2-3 which is when I need it for teleporting mostly. I really, really, don't field Monoliths for cost effective pain-dealing. That's not what they were ever (at least since 3rd edition Monolith, which I know), and I don't see them becoming that. They're a strategic, really large, hard to kill (supposedly at least), niche tactic tool for more experienced tacticians to handle. They're not straight dakka, and that's why I shifted away from them after the 5th edition codex, but right now, the necrons are just not able to be compared to the top tier armies dakka-wise(with the previous codex, tesla made us really good at dakka, and I only played tesla). It's just not our prime point. Tactic placement of the monoliths and Lychguard squads to divide table quarters and objectives are what I'm going for, just straight maelstrom objective manipulation. After Monoliths die, turn 3 or so, I'm planning to utilize the - already in position - infantry which is actually really hard to die (thanks to Decurion rules and a gak ton of models + ghost arks) to keep on collecting as many objectives as possible without really killing my opponent's army(just doing as much as I can to neutralise his most killy units).

At least, this is the best gameplan I can come up with right now to play Necrons in a competitive manner. Because, no matter how hard I tried I couldn't write a list that would punch enough dakka to play versus tau-eldar.

Tomb blades (while my least favorite part of the decurion detachment) are strong, and that 3 man group is gonna be pop shotted fast. They are somewhat durable but not THAT durable. If you run ITC that will be an easy kill. So will the ghost arks.


I really do not expect the Tomb Blades to die so often. They are T5, 3+ save, 4+ RP (possibly with rerolls) and possily jink saves. Noone really bothers shooting at them because they don't really pack that punch, unlike the Lychguard, the Wraiths and the Spyder. Most people, when playing against a canoptek harvest will try to focus on the Spyder to stop the wraiths from getting RP and then the wraiths. I assume noone can kill both in less than two turns of full shooting. And they probably won't split fire to kill the tomb blades, becausey they honestly just don't pose a threat. I don't see the scenario where an opponent would rather shoot his anti-infantry on my jetbikes rather than my assault threats.

As for the Ghost Arks, I'm almost sure they're going to survive. Turn 1 and 2, there's 2 Monoliths on the table. Any/all Anti-Tank weapons will be pointed towards Monoliths (otherwise, they're probably doing it wrong, and I'm benefitted because 1) ghost arks get 4+ jink and 2) they're not something I rely on.They're 105 points model that simply carry the wariors). After the monoliths are down, Ghost Arks already did their job most probably, so I don't mind them existing or not, although I suppose they wouldn't really still be the target as there's more scary stuff needing shooting in my list. Any single high str/low ap weapon shot on my Ghost Ark is a shot wasted. It's a shot that's not shot on my Monoliths, Spyder, Lychguard/Wraiths and a shot I can, nevertheless, save on a 4+.

Lychguard are pointless alone. Even with the lord, they are very slow and are easy to avoid, even walking out of the monolith. But its about a 50/50 split in opinions. Some people like to have an unkillable unit, i just find it kind of a waste of points... even though the lychguard are my favorite model.

First of all, my Lychguard are not alone. They are in the same unit as my Overlord with the VoD.(and the warscythe!)
The Lychguard are also not a dakka unit. They're scary (when they actually don't pack too much of a punch). But, they're not that easy to avoid. They have a Turn 1 Blink.
Assume the Lychguard are a bomb(rather a bomb, that's really not blowing up anytime soon). They might not kill anyone, but they're going to:
- Deploy in a really aggressive manner, effectively cutting of an area in the opponent deployment zone.
- Turn 1 Blink close to key enemy units. They are either going to assault turn 2(not very unlikely!) or disrupt enemy heavy shooting by forcing movement, and again pose a wall/bomb unit that creates a hole in the opponent's army. Besides that, their ability to, in a way, controll enemy units movement is very decent for denying objectives and that ability of theirs triples with 2 Monoliths. Even if they kill 0 models in a game, they might be the MVP.

The necrons especially and, in general, this edition is not about dakka/tabling the opponent. It's Maelstrom missions. Objective controll and survivability is imo what keeps necron in the meta and Lychguard with mobility is certainly a part in this.

I ran a very VERY similar list, only difference was i didnt have a second ghost ark or a second monolith, but i did have an obelisk. Needless to say, it does not take a whole lot of firepower to take those guys down Just a few specialized troops.

I do agree. I fear the Melta Drop pods mostly, but careful deployment and movement should at least mitigate the problem a bit.

Also, the veil and the monoliths are doubling up on strategy to move models around the board

And that's the point. I feel like I already explained how it's supposed to work above.

Bear in mind, this list might be rendered useless in a single round of shooting in an unlucky game, or simply outclassed by a very experienced opponent. It just gives an edge , tactically, to a more careful player. It's not exactly meta, so people are not expecting it, and without having done too much studying it's hard to know how to play against it. However, it's a tough list to pilot (at least imo, and I'm not that good of a player myself, which is why when it's possible I always chose the Dakka road over the tactic one) but it feels great to play and win with. There's a lot of fun units and gimmicks. I love the Monolith models and the Lychguard models and as a whole, I feel everything works together quite nicely. The Monoliths, the VoD Lychguard, the Wraiths, the Tomb Blades, the Ghost Arks, there's a goal and reason behind fielding every single model and an actual plan for it as well. The only thing I don't like are the 7 Immortals who could be 5, although I wouldn't be too sure how to replace those points more effectively. The last 40 or so points can be swapped arround more efficiently for sure after some play-testing, but the core, I'm satisfied with, so far.

"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in gr
Freaky Flayed One





Update: Switched 2 Immortals and 2 Particle Beamers on the Tomb Blades for a Wraith.

"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in us
Regular Dakkanaut




I agree that tactically it doesnt make much sense to put any decent firepower into tomb blades because they dont pose a threat.... however when your opponent rolls a kill an enemy unit, you basically handed him the point.


Automatically Appended Next Post:
With my meta here, we get lots of wraithknights, dreadknights, imperial knights, and lots of Tau. All of those come smashy smashy real quick into ghost arks for an easy kill.

I just see a lot of easy to kill units, with nothing i would be afraid of.

This message was edited 1 time. Last update was at 2016/12/19 16:20:28


 
   
Made in gr
Freaky Flayed One





Well, compared to the scatbikes, the tomb blades are a gak ton more survivable in any given scenario and way more difficult kill points, so I don't see your point. As well, as the Ghost Ark being AV13, 4HP, 4+ jink is way more survivable than the 11AV,3HP nosave rhinos marines bring.
The Ghost Ark can even save Destroyer shots on a 4+ if a 6 is not rolled on the D table.

Every army has some units that are easy to kill, that's the whole point of the game. But, if you do focus fire/fire Dshots on my Ghost Arks I'm just going to absorb as much as possible with 4+ and strike back with the rest of my unscathed force. There's only 1 thing the Necrons do well and that's being tough/survivable.



I just see a lot of easy to kill units, with nothing i would be afraid of.



And what do you mean a lot of easy to kill units? That's a Necron Decurion, possibly one of the hardest to kill armies. I struggle to see your point or the suggestion/improvement you're trying to make.

On to some math, cause I have nothing better to do:
It would take more than 22 Marines, ALL ARMED WITH PLASMA GUNS(or more than 81 Marines with Boltguns), to reliably kill the 3 jinking Tomb Blades (and that's assuming they're not rerolling 1s on their RP thanks to the warlord). I don't really understand how I'm "handing" the kill point.

Especially, when you compare them to any other unit Eldar/Marines/TAU are bringing, like Marines, Rhinos, Drop Pods, Marker Lights, Solo-Crisis-Suits,Scatbikes and way more that I don't care to mention atm.


EDIT: Some more math, although this is a little more ambiguous. It would take the Wraithknight more than 2 (2.25 to be exact)rounds of full shooting to reliably put down a Ghost Ark. Most Eldar lists only play with 1 Wraithknight. I'm really not that sad if all the Wraithknight is doing is shooting at my Ghost ark for 2 rounds, even if he ends up downing it. It's freaking more survivable than the Monolith. I really struggle to understand what your point is about it being an easy kill point. Is it an easy kill point compared to what? Rhinos/Razorbacks/Drop Pods/Devilfishes/Hammerheads/Skyrays/Wave Serpents/Fire Prisms?

And after all that, I really want to ask you a question, that I already asked before. What are you trying to prove/say? What's your point? How do you think specifically I should improve the list, and why is yours better/more survivable(lol) than mine?

This message was edited 1 time. Last update was at 2016/12/20 14:26:36


"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
Made in us
Dakka Veteran




I think the ghost archs are unpopular because being open topped but not being able to transport anything that would ever want to assault they just jink and hope for the best. Now that the men inside have to snap fire too it just seems they aren't that good, they will keep your warriors alive forever this is true but only if they don't wipe the unit. 10 warriors isn't too hard as far as necrons go.

I love monoliths both thematically and gameplay but it's hard to make a case for them in the meta. They can't jink D and melta will make short work of them. As mentioned you try to mitigate that with bubble wrap units but that only goes so far and makes it hard to be mobile. They are also slow as balls and if you deepstrike them they are huge and so easily mishap.

But the worst issue I feel you have is your lychstar. It's got no teeth. 1 warsythe and 5 power swords at s5 is hardly scary to other capable death stars. They will just get into melee with you and overrun. You might consider switching to warsythes and getting a res orb or solar staff to help you survive.

But this is just me being critical. If you really think monoliths have what it takes to upset the meta then go for it.

If it were me and I ran monoliths I would run them with the obolisk in the living tomb formation. You don't scatter and you can then pull through the portals giving you a brutal turn 2 in your face strike. The obolisk has decent firepower and shuts down bikes and jetbikes.


Automatically Appended Next Post:
Oh and don't forget(cause I almost always do and I haven't seen you mention it) your heavy and super heavies(so this applies to the obolisk) gain it will not die. Which make us space robots all the more survivable.

And one last thing, being in the reclimation legion gives them move through cover. Don't remember if that helps vehicle as I'm not looking at the rule book right now but it might help

This message was edited 2 times. Last update was at 2016/12/20 14:44:13


 
   
Made in gr
Freaky Flayed One





Epartalis wrote:
I think the ghost archs are unpopular because being open topped but not being able to transport anything that would ever want to assault they just jink and hope for the best. Now that the men inside have to snap fire too it just seems they aren't that good, they will keep your warriors alive forever this is true but only if they don't wipe the unit. 10 warriors isn't too hard as far as necrons go.

The men inside don't have to snap fire when a Ghost Ark jinks. I think it's quite the opposite, which is why I was making my case FOR the ghost arks.

Spoiler:
Q: Does a unit that is embarked on a Transport that Jinks also
count as having Jinked?
A: No.

Q: Are passengers in Jinking Transports forced to fire
Snap Shots?
A: No.





I love monoliths both thematically and gameplay but it's hard to make a case for them in the meta. They can't jink D and melta will make short work of them. As mentioned you try to mitigate that with bubble wrap units but that only goes so far and makes it hard to be mobile. They are also slow as balls and if you deepstrike them they are huge and so easily mishap.

You are totally right. I don't really plan to Deepstrike them, but every point you mention is valid. I really hope to bubble-wrap the Melta pods, kill the Rhino carrying Melta and assault Turn 2 anything with grav/strengthD, but that's kind of over reaching. Really, that's why I bring 2, but, honestly 2 shouldn't even survive that long either.

But the worst issue I feel you have is your lychstar. It's got no teeth. 1 warsythe and 5 power swords at s5 is hardly scary to other capable death stars. They will just get into melee with you and overrun. You might consider switching to warsythes and getting a res orb or solar staff to help you survive.

They are going to pretty much slaughter anything marine-like. For deathstars, even keeping them in assault and not letting them leave is enough. I don't suppose they would lose assault too easy (only because they can't really die very easily. They have 3+ invu, 4+ RP with rerolls on1 and a res orb.), so keeping really strong Deathstars is also a plus.


If it were me and I ran monoliths I would run them with the obolisk in the living tomb formation. You don't scatter and you can then pull through the portals giving you a brutal turn 2 in your face strike. The obolisk has decent firepower and shuts down bikes and jetbikes.

This is some food for thought. I'll think about it, my only big problem is I don't actually own an obelisk and it's not the cheapest model there is, so I'm not sure how/when I would be able to field it.


And one last thing, being in the reclimation legion gives them move through cover. Don't remember if that helps vehicle as I'm not looking at the rule book right now but it might help

They ignore Dangerous Terrain tests, which actually is quite a big plus.

"After Aeons of slumber the Necrotyr awakend to harvest the galaxy anew... but realizing they will never be Ultramarines, the Necrotyr descended into stasis once more."  
   
 
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