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.