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San Jose, CA

After reading through the new Necron codex, I have to give Matt Ward a for his latest work. It's actually pretty decent IMO. Not as OP as the Grey Knights or nerfed like Battle Sisters, it's right up there with his Blood Angels. There are some strong elements to the codex, but they are balanced out by the higher costs just like the Blood Angels. And while some people may not like the direction the author is taking with the fluff just because it is so different from the previous edition, I actually find it refreshing and like it. Best of all, while I find the older Necrons kind of boring with very few decent builds, this new book has a lot of flexibility in terms of army design. You can play wraithwing. You can play mechcron (or is it crondar?). There's immortal-spam, combat-crons, cronzilla, etc. Looks like it could be a lot of fun.

But this thread isn't a review of Matt Ward's work, so I'm going to stop here. Instead, this thread is about how to build a balanced Necron army list. I'm going to start at 1500 and move up to 2000pts, keeping the same core army (kind of like an escalation league). But before I begin, a few disclaimers:


I am not a necron player. My experiences with necrons is from playing against the previous edition and through observation.

This list is not the end-all, be-all of balanced necron lists. It is just 1 all-comer's list which I like and think would be competitive.

This list has not been play-tested yet.

Due to the inherent weaknesses of the codex, do not think for a second that a balanced necron list can handle every and all enemy builds. IMO, there is no such army list in any of the codices. Every single army build is prone to matchup issues. However, the more balanced your army, the less likely you will be prone to these matchups.



--------------------------------------------------------------------------


Now that that's done, I'm going to start off with my philosophies on what makes for a balanced army. This applies to any and all armies, not just the necrons.


1. Scoring units. You need to have enough scoring units. 5th edition Warhammer 40K is mainly about objectives and scoring units. Savvy generals can exploit armies with too few troops in objectives-based missions. Basically, any army with too little troops is not a balanced army. As a general rule-of-thumb, I recommend a minimum of at least 1 troop choice for every 500pts of your list (with the minimum of 2 troops). Thus at 1500, I recommend a minimum of 3 troop choices. Then at 2K, have at least 4 scoring units. My own list has 4 at 1500 and 5 at 2K.


2. Anti-tank. You need to be able to deal with enemy vehicles. Period. The necron army has a variety of ways in dealing with enemy tanks. However, necrons are mainly a mid-range shooting army. This leads to one of the inherent weaknesses of the necron codex - ranged AT. Don't expect to be dueling the Space Wolves, Blood Angels, Grey Knights, Tau or IG at range. You won't succeed. You need to get into your optimal range in order to deal with these armies. And one of your optimal ranges include assault.


3. Mobility. This is one aspect where a lot of armies neglect. This is also a reason why many armies go mech. You need to be able to move in order to get to objectives or to support your other units. It also helps you to get out of the way from more assaulty armies if your army lacks assault-based elements. Mobility is one of the reasons why mech is king right now.


4. Anti-infantry. What about when you're not facing mech-lists - armies like tyranids, daemons, orks and foot-lists? You need to be able to deal with infantry. From hordes to MEQ's to terminators to monstrous creatures, you need a plethora of guns in your army to handle these different units. Fortunately for necrons, they have a lot of high-strength guns. Unfortunately for them, they don't have a lot of low-AP weaponry to deal with 2+ saves. But what they lack in quality, they will just have to make up for in volume. In my list, I will be leaning on twin-linked tesla destructors and gauss blasters for both my AT and anti-infantry shooting.


5. Assault/counter-assault. While balanced armies need to take into consideration the Assault phase, that doesn't necessarily mean that they need to be good or even decent in assault. Look at Tau, IG and eldar. These armies are not necessarily strong in assault but they still manage to thrive. How? By taking counter-assault measures:

- Screening units. Delay assault armies by having them go through screening units. Tau and IG are especially good with this tactic.

- Tarpit units. Tie them up with cheap throwaway units. IG blob squads, tervigon-spawned termagants, fearless swarms, even walkers fit into this catergory.

- Sacrificial units. This is the forte of MSU armies. They usually don't have any assault units so they just throw a bunch of sacrificial 5-man squads or cruising vehicles at the enemy to delay them, allowing the MSU army more time to gun down the enemy.

- Just avoid them. Fast armies like mechdar, DE and biker armies can just move out of the way of assault-based units. Necrons have this capability also.

- Counter-assault unit. Have a resilient, counter-assault unit that can take on enemy deathstar units. The goal is to able to hold them off for a while, not to be able to finish them off. Your counter-assault unit is mainly there to buy time for the rest of your army. If they can win against enemy deathstars, then consider that a bonus. Units such as c'tan shards and wraiths are considered to be both assault and counter-assault units.

While necrons do have some assault units, unfortunately, another one of the necron's inherent weaknesses is low Initiative. Every time they get into combat, they run a high risk of getting swept. Thus, my balanced necron list at 1.5K will be employing the tactic of counter-assault measures instead. My 2K list will actually have a counter-assault unit with wraiths.


6. Resiliency/redundancy. Finally, a balanced list must have some resiliency. They must be able to absorb enemy damage and still have enough to return the favor. In the case of these deathstar units, their army is actually resilient enough to absorb enemy fire. However, for many armies - armies such as IG, Tau and MSU -builds - they rely on redundancy for resiliency. Their units can be taken out relatively easily so they make up for it by having multiples of the same units. Yes, some of the most competitive lists spam these units. While my necron list doesn't really spam certain units, it does rely on both redundancy and the resilience of its vehicles to hopefully weather out enemy offense. Oh, and I do have this nifty trinket here called the Solar Pulse to help minimize the damage of enemy alpha strikes.


--------------------------------------------------------------------------


Coming up....my HQ selections


This message was edited 2 times. Last update was at 2011/11/08 18:35:16



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Aren't your forced to take 2 Troop units in every game? Thus I'd say you should rephrase the "1 troop every 500 points" part to "2 troop choices and 1 more for every 500 points in 1000+ games.".

I am looking forward to the rest of the post, but right now, I take it that you are not going to go for a lot of lances?

   
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Looking forward to your thoughts on the Necron Codex, JY2!

Are considering picking up Necrons? Or, just giving your thoughts on the book?

Either way, you always provide a pretty unique, and well thought out perspective, so I'm looking forward to this.

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Sigvatr wrote:Aren't your forced to take 2 Troop units in every game? Thus I'd say you should rephrase the "1 troop every 500 points" part to "2 troop choices and 1 more for every 500 points in 1000+ games.".

I am looking forward to the rest of the post, but right now, I take it that you are not going to go for a lot of lances?

Yeah, mimimum of 2 troop choices. That goes without saying that you need to fulfill the requirements of your FOC, but I will go back to change it for clarity.

I am not going to spam lances because I will be getting transports for my troops (some of them at least). But I will have 2 crypteks at 1500 - one with a lance and solar pulse and the other with the harp of dissonance.



Sasori wrote:Looking forward to your thoughts on the Necron Codex, JY2!

Are considering picking up Necrons? Or, just giving your thoughts on the book?

Either way, you always provide a pretty unique, and well thought out perspective, so I'm looking forward to this.

As of now, not yet. I am just supplying my thoughts on the new book.

But in the future, maybe....

This message was edited 2 times. Last update was at 2011/11/08 18:36:33



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Mmmm Necrons.... /drool

Get on with it Jy!

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BRING ON THE LISTS!!! /drool Can't wait for my copy of the codex

1500 Necrons
1500
 
   
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1500 Necrons I

I'm going to start off with their HQ first.

HQ

Necron Overlord - Warscythe - 100

Catacomb Command Barge - XXX


I must say, I've fallen for the plain vanilla overlord on command barge. He is going to be my dedicated tank hunter with his Sweep Attack. Why do I like this unit so much?

He is ultra-resilient. With Quantum Shielding, Living Metal and ability to go flat-out for the cover, this unit's a beast to kill.

Also, he can ignore up to 2 immobilizations and/or weapon destroys. Of course, he will take a wound by doing so, but that means the tank isn't killed if it gets immobilised while moving flat-out. And he gets 2 chances for this as he can ignore it twice!

Sweep Attack combined with a warscythe is just awesome. His command barge will hit on a 3+ or 4+. The best application is for him to always move 24" so that he will always hit on a 4+, but he should always get a 4+ cover save as well. The best part is that it doesn't matter how fast the enemy has moved, he's still hitting it on 4+. That's S7+2D6 armour penetration....against rear armor! This unit will kill tanks.

He'll also do a number on monstrous creatures or solitary units (i.e. Mephiston, Crowe, etc.). That's 3 S7 power weapon attacks in the Movement phase where the enemy can't attack back.

Good luck trying to take out this unit in assault. You'll be hitting it on 6's (for moving flat-out) and against R13 due to Quantum Shielding. The best way to take it down is to shoot it down, and then it should always have cover from going flat-out. I can see this unit as a big problem for assault armies to handle.

Royal Court - 145

1x Cryptek - Harbinger of Destruction, Eldritch Lance, Solar Pulse - 55

1x Cryptek - Harbinger of Destruction, Eldritch Lance - 35

1x Cryptek - Harbinger of Transmorgrification, Tremorstave, Harp of Dissonance - 55


Crypteks are going to be the main ranged weapons specialist in the army, at least that's how I see them. They will be providing units with either lance or harp support. I also like the Solar Pulse as a defensive tool, but you really don't want to overdo it. Night-fight is only good the first time around, but as you move towards your opponent and they to you, it's not going to help for too long. Plus, opponents are going to wise up and start using their searchlights and other similar tools.

The Lance is pretty self-explanatory as a S8 AP2 ranged AT weapon, but I also like the Harp for its unlimited range Entropic Strike. Basically, I see the Harp as a support weapon, helping to weaken armor so that even normal gauss blasters can puncture it.

And yeah, each cryptek is going to split off and join a 5-man troop unit.

Total HQ - 325


-------------------------------------------------------------


Elite

Triarch Stalker - XXX

Triarch Stalker - XXX

Total Elites - 300



Of all the elite choices, I think the Triarch Stalker best fits my list. He fills the role of shooty AT. He provides another AV13 threat that will take some of the heat off of my command and annihilation barges. Lastly, he also acts as a counter-assault, tarpitting unit to help protect against some of the more assault armies.


-------------------------------------------------------------


Troop

10x Immortals - 170

5x Immortals - 85

5x Immortals - 85

5x Warriors - 85

Total Troops - 405


Personally, I prefer more troops. Not necessarily max-sized units, but min-sized squads are alright also. The crypteks will be joining the smaller 5-man units so they won't stick out as a high priority target. I would put the Harp cryptek with the 5-man warrior squad and just leave them on an objective far away from the action (preferably in the corner). With an unlimited range weapon, he can still contribute.

As usual with my troops, they won't form the vanguard of the offense, but they will contribute to some fine anti-infantry support. And if my entropic units do their job, even the troops will pose a threat to enemy vehicles.


-------------------------------------------------------------


That's it for now. My 1500 list should be concluded in the next installment.





Automatically Appended Next Post:

Fast Attack

This slot is perhaps the Necron's most competitive FOC slot. 2 of their best units are here - the Canoptek Scarabs and the Canoptek Wraiths. Then they have the destroyers which everyone already have model-wise and a potentially good unit - the tomb blade with their 2+ cover turbo-boosts.

Alas, at 1.5K, I'm going to only be able to fit one of those units in, and I'm taking 2 of them for redundancy.


6x Canoptek Scarabs - 90

6x Canoptek Scarabs - 90

Total Fast Attack - 180



Yes, I admit it. I'm also jumping onto the Scarab bandwagon. This is one of the very few units I see in this codex as a can't-miss unit, just like space wolf long fangs, IG vendettas, tyranid hive guards, DE ravagers and grey knight psyfleman dreads. Scarabs may arguably be the necron's best AT unit, but make sure you take enough of them. I can almost guarantee that any mech army who knows what they are will be gunning for them first and foremost.


-------------------------------------------------------------


Finally, I bring my 1500 Necron army to a close with their heavies.


Heavy Support


Annihilation Barge - XXX

Annihilation Barge - XXX


This vehicle is just a great value. You probably get the most bang-for-the-buck with the annihilation barge. Quantum Shielding and Living Metal makes is just as resilient as any other Necron skimmer. The twin-linked tesla destructor gives it a deadly touch as well. For those who don't want to invest too much into the heavy support, the Annihilation Barge is just the tank for you. Just beware of its relatively short range (or should I say, mid-range).

2x Canoptek Spyders - 1x Fabricator Claw Array - 110

Total Heavy Support - 290


Here I was actually torn between the Spyders and the Doomsday Ark so I weighed out its pros and cons:


Doomsday Ark - Pros:

1. The only blast weapon that can insta-kill paladins, nobs, tyranid warriors, etc.

2. Another AV13 vehicle for the opponent to contend with.

3. Living Metal means that it has a good chance of still shooting even when shaken/stunned.

4. Can fire at 3 different targets under ideal circumstances.


Doomsday Ark - Cons:

1. Can't move and shoot its deadliest weapon.

2. Cost means I'm going to have to drop either the 5-man warrior unit or 4 scarab bases in order to fit this tank into the army.

3. Open-topped and not fast.


Canoptek Spyder - Pros:

1. Because it is a monstrous creature, it is a threat in assault and as a counter-assault unit.

2. Moar swarms!

3. Can fix things.

4. Resiliency through wound shenanigans.

5. Necron's only psychic defense.

6. A support unit and force-multiplier that buffs up the necron army.

7. Relatively cheap. I can fit in 2 spyders without sacrificing any part of my army.


Canoptek Spyder - Cons:

1. Slow as molasses. Can't keep up with the units they create.

2. Almost non-existent shooting.

3. Pitiful offense.

4. Hard to get cover without a monolith. Will quickly die to S8 shooting, especially from missile launchers/meltas.

5. I could use some more ranged AT, like from the Doomsday Ark.


So the Canoptek Spyders win 2-1, and spyders it shall be.




Total Cost - 1495

This message was edited 4 times. Last update was at 2011/11/11 07:26:16



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jy2 wrote:
Good luck trying to take out this unit in assault. You'll be hitting it on 6's (for moving flat-out) and against R13 due to Quantum Shielding. The best way to take it down is to shoot it down, and then it should always have cover from going flat-out. I can see this unit as a big problem for assault armies to handle.

Actually, they'll only have to get through Armor Value 11. Quantum Shielding only applies to the front and side armor, not the rear.
   
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My only issue so far with the list posted is having both Stalkers and Scarabs.... your list has no counter-assault, which means jump pack angels and things are going to go through quite a chunk of the army before being stopped. As well, I see stalkers as far too expensive for what they do (150 pts for a 2 shot MM, and its open topped?). Scarabs will handle 99% of your heavy tank issues, Annihilation barges are pretty good at stopping light tanks (as are gauss), and your command barge will have a pretty easy time popping a vehicle a turn. Str 7 w/ 2d6 to pen is no joke! Plus all your lances.

IMO I'd say scrap the stalkers for some wraiths and a third spyder. I'm SUPER tempted to try a Destroyer Lord with Wraiths as a counter-assault unit; seems pretty effective! But I do see the benefit of barge-lords.

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You have 2 harbringers of destruction... I thought you could only take one of each of the named harbringers?

Other than that... looks pretty solid. Personally I would run a 10 man unit of warriors with a ghost ark and then any additional troops.


 
   
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You have 2 harbringers of destruction... I thought you could only take one of each of the named harbringers?


Dude, this question is getting really old really fast. You can 5 total Crypteks. They can all be the same type but the unique wargear (in this case the Solar Pulse and Gaze of Flame) can only be taken once per Royal Court.

Good article so far.

This message was edited 1 time. Last update was at 2011/11/09 14:41:58


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JGrand wrote:
You have 2 harbringers of destruction... I thought you could only take one of each of the named harbringers?


Dude, this question is getting really old really fast. You can 5 total Crypteks. They can all be the same type but the unique wargear (in this case the Solar Pulse and Gaze of Flame) can only be taken once per Royal Court.

Good article so far.


Relax, the codex is still new, I can see where people are getting confused.

And Iago, the only restrictions are the Unique Wargear. A lot of people are getting confused, thinking things like the Eldritch Lance, and Tremorstave count, but it says in the rules that when you upgrade to a Harbinger, you MUST exchange it's staff of light. And the book says you can have as many of any Harbinger as you like.


Good Article JY2! Personally, the Stalker hasn't preformed well enough for me to justify it's points. I'm going to give it another shot some time, but for the moment, I just don't see it.

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There's not much point in censoring some points costs when you don't censor others and you put the total point cost right next to it...

This message was edited 1 time. Last update was at 2011/11/09 16:20:45


 
   
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jy2 wrote: Also, he can ignore up to 2 immobilizations and/or weapon destroys. Of course, he will take a wound by doing so, but that means the tank isn't killed if it gets immobilised while moving flat-out. And he gets 2 chances for this as he can ignore it twice!

If he goes flat out and gets an immobilize he'll still wreck, right? Because the Lord gets to repair, not take the hit instead of...

This message was edited 1 time. Last update was at 2011/11/09 16:34:50


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rigeld2 wrote:
jy2 wrote: Also, he can ignore up to 2 immobilizations and/or weapon destroys. Of course, he will take a wound by doing so, but that means the tank isn't killed if it gets immobilised while moving flat-out. And he gets 2 chances for this as he can ignore it twice!

If he goes flat out and gets an immobilize he'll still wreck, right? Because the Lord gets to repair, not take the hit instead of...


No. The Overlord can utilize the Symbiotic Repair rule and lose a wound to negate the Immobilized result.
   
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Fetterkey wrote:There's not much point in censoring some points costs when you don't censor others and you put the total point cost right next to it...


However, doing it that way makes it fit with Dakka rules on posting. He, and Dakka, won't get in trouble with GW's legal department if posted that way, even if simple maths can foil it.

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Vlad3theImpaler wrote:
jy2 wrote:
Good luck trying to take out this unit in assault. You'll be hitting it on 6's (for moving flat-out) and against R13 due to Quantum Shielding. The best way to take it down is to shoot it down, and then it should always have cover from going flat-out. I can see this unit as a big problem for assault armies to handle.

Actually, they'll only have to get through Armor Value 11. Quantum Shielding only applies to the front and side armor, not the rear.

Oops. My bad. At least they're hitting on 6's and R11 is still a little better than R10 like most vehicles.


Zid wrote:My only issue so far with the list posted is having both Stalkers and Scarabs.... your list has no counter-assault, which means jump pack angels and things are going to go through quite a chunk of the army before being stopped. As well, I see stalkers as far too expensive for what they do (150 pts for a 2 shot MM, and its open topped?). Scarabs will handle 99% of your heavy tank issues, Annihilation barges are pretty good at stopping light tanks (as are gauss), and your command barge will have a pretty easy time popping a vehicle a turn. Str 7 w/ 2d6 to pen is no joke! Plus all your lances.

IMO I'd say scrap the stalkers for some wraiths and a third spyder. I'm SUPER tempted to try a Destroyer Lord with Wraiths as a counter-assault unit; seems pretty effective! But I do see the benefit of barge-lords.

My goal for this army is a shooty one. At 1.5K, I will use the stalkers, scarabs and spyders for counter-assault defense. Bascially, the stalkers can tie up most infantry-based assaulty units other than monstrous creatures. AV13 means that they're resistant to most weapons that are not S10 or provide an additional +D6 on the armour penetration. Scarabs, though they are focused more on offense, can act as roadblocks against non-mech armies such as tyranids and daemons or even jump infantry blood angels. Finally, I have 2 monstrous creatures that, while not the scariest, can still do some damage by the virtue of being monstrous creatures.

I am considering Wraiths for my 2K list, but my philosophy on list building is to have a theme - either go almost all shooty or almost all assault. If I run wraiths, you just may see a list with 2 destroyer lords, 18 wraiths, 9 spyders and 3 c'tans (and of course 2-3 min-sized troops)!

But stalkers do look good on paper. How it fares in actual gameplay remains to be seen. Another reason why I took them is to offer 2 more AV13 threats. Otherwise, most of the enemy AT will be focused on my command barge and 2 annihilation barges. I will probably build another list without the triarch stalkers for comparisons.


Iago wrote:You have 2 harbringers of destruction... I thought you could only take one of each of the named harbringers?

Other than that... looks pretty solid. Personally I would run a 10 man unit of warriors with a ghost ark and then any additional troops.

JGrand wrote:You can 5 total Crypteks. They can all be the same type but the unique wargear (in this case the Solar Pulse and Gaze of Flame) can only be taken once per Royal Court.

Good article so far.

Thanks for the polite response from JGrand.


Sasori wrote:Relax, the codex is still new, I can see where people are getting confused.

And Iago, the only restrictions are the Unique Wargear. A lot of people are getting confused, thinking things like the Eldritch Lance, and Tremorstave count, but it says in the rules that when you upgrade to a Harbinger, you MUST exchange it's staff of light. And the book says you can have as many of any Harbinger as you like.


Good Article JY2! Personally, the Stalker hasn't preformed well enough for me to justify it's points. I'm going to give it another shot some time, but for the moment, I just don't see it.

Yeah, even I'm making mistakes. First I thought Doom/Night Scythes had Quantum Shielding so was raving about them to my embarrassment. Then I make an error about the Death Ray not being able to hit your own unit when clearly, it can. And now the mistake with Quantum Shielding here in this thread.

One thing I also like about the Stalker is its Targeting Relay. Great when you need to focus-fire a deathstar unit to kill it. It's like Eldrad guiding all his units against 1 enemy target. In that sense, it makes the Stalker a force-multiplier unit and those are the type of units I like.

But I will also make another army list without the Triarch Stalker.

This message was edited 2 times. Last update was at 2011/11/09 17:32:18



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radarbabyeater wrote:
rigeld2 wrote:
jy2 wrote: Also, he can ignore up to 2 immobilizations and/or weapon destroys. Of course, he will take a wound by doing so, but that means the tank isn't killed if it gets immobilised while moving flat-out. And he gets 2 chances for this as he can ignore it twice!

If he goes flat out and gets an immobilize he'll still wreck, right? Because the Lord gets to repair, not take the hit instead of...


No. The Overlord can utilize the Symbiotic Repair rule and lose a wound to negate the Immobilized result.

But the quantum shielding still goes away? That's what has me confused - if the QS goes away even if the Overlord negates the result, how do you not get wrecked on an immobilize?
iirc YMDC decided that the QS dies even if the OL negates the result.

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Fixture of Dakka





San Jose, CA

Fetterkey wrote:There's not much point in censoring some points costs when you don't censor others and you put the total point cost right next to it...

TehScat wrote:
Fetterkey wrote:There's not much point in censoring some points costs when you don't censor others and you put the total point cost right next to it...

However, doing it that way makes it fit with Dakka rules on posting. He, and Dakka, won't get in trouble with GW's legal department if posted that way, even if simple maths can foil it.

Right. You can post points total of a particular unit, but you cannot post individual, un-upgraded points costs. All the points cost that I have listed has their upgrades added in.


rigeld2 wrote:
jy2 wrote: Also, he can ignore up to 2 immobilizations and/or weapon destroys. Of course, he will take a wound by doing so, but that means the tank isn't killed if it gets immobilised while moving flat-out. And he gets 2 chances for this as he can ignore it twice!

If he goes flat out and gets an immobilize he'll still wreck, right? Because the Lord gets to repair, not take the hit instead of...

radarbabyeater wrote:No. The Overlord can utilize the Symbiotic Repair rule and lose a wound to negate the Immobilized result.

Correct. Thanks for the response, radar.

Symbiotic Repair can be used to negate any Immobilized results, whether from enemy shooting or moving onto terrain. That's what makes it so cool. I can immobilise myself while going flat-out...twice!...and I don't care baby. Woooooooo!

Just make sure you're always going flat-out unless if you absolutely have to shoot at something.



Automatically Appended Next Post:
rigeld2 wrote:But the quantum shielding still goes away? That's what has me confused - if the QS goes away even if the Overlord negates the result, how do you not get wrecked on an immobilize?
iirc YMDC decided that the QS dies even if the OL negates the result.

By RAW, Quantum Shielding does not go away if it gets immobilized while landing on terrain, as that is neither a glancing or penetrating hit. However, the RAW for Symbiotic Repair doesn't care where the Immobilized result comes from (glancing, penetrating or landing on terrain).

So to answer your question, if the enemy shoots the command barge and immobilizes it with a penetrating hit, then QS goes away but the Overlord can expend a wound to negate the result (but it is still a penetrating hit).

If the barge immobilizes itself in terrain, then QS does not go away as it has not suffered a penetrating hit and the Overlord can expend a wound to negate the result.

This message was edited 2 times. Last update was at 2011/11/09 17:50:09



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jy2 wrote:
rigeld2 wrote:But the quantum shielding still goes away? That's what has me confused - if the QS goes away even if the Overlord negates the result, how do you not get wrecked on an immobilize?
iirc YMDC decided that the QS dies even if the OL negates the result.

By RAW, Quantum Shielding does not go away if it gets immobilized while landing on terrain, as that is neither a glancing or penetrating hit. However, the RAW for Symbiotic Repair doesn't care where the Immobilized result comes from (glancing, penetrating or landing on terrain).

So to answer your question, if the enemy shoots the command barge and immobilizes it with a penetrating hit, then QS goes away but the Overlord can expend a wound to negate the result (but it is still a penetrating hit).

If the barge immobilizes itself in terrain, then QS does not go away as it has not suffered a penetrating hit and the Overlord can expend a wound to negate the result.

That seems wrong (not wrong as in you're incorrect - wrong as in doesn't make sense), but maybe that's because I don't have the codex (bought it for my brother and haven't had more than 2 minutes to read through it). I'll go with it though.

This message was edited 1 time. Last update was at 2011/11/09 22:44:16


My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
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Fixture of Dakka





San Jose, CA

For those of you who are not sold on the Triarch Stalker, this is an alternative list to use. With only 3 AV13 vehicles in this list, I felt that I could use another one to take some of the heat off, especially from my command barge. I'm also going to add another spyder to increase the resiliency of my spyders as well as their production of scarab bases.

One of the advantages of this second list is that, model-wise, everything is already available to get.


1500 Necrons II

HQ

Necron Overlord - Warscythe - 100

Catacomb Command Barge - XXX

Necron Overlord - Warscythe - 100

Catacomb Command Barge - XXX


Royal Court I - 145

1x Cryptek - Harbinger of Destruction, Eldritch Lance, Solar Pulse - 55

1x Cryptek - Harbinger of Destruction, Eldritch Lance - 35

1x Cryptek - Harbinger of Transmorgrification, Tremorstave, Harp of Dissonance - 55

Royal Court II - 55

1x Cryptek - Harbinger of Destruction, Eldritch Lance, Solar Pulse - 55


Total HQ - 560


-------------------------------------------------------------


Troop

10x Immortals - 170

5x Immortals - 85

5x Immortals - 85

5x Warriors - 85

Total Troops - 405



-------------------------------------------------------------


Fast Attack

6x Canoptek Scarabs - 90

6x Canoptek Scarabs - 90

Total Fast Attack - 180



-------------------------------------------------------------


Heavy Support


Annihilation Barge - XXX

Annihilation Barge - XXX


3x Canoptek Spyders - 1x Fabricator Claw Array, 1x Gloom Prism - 175

Total Heavy Support - 355



Total Cost - 1500


I was deciding between the 2nd Necron Overlord on barge and a unit of wraiths. While I like wraiths, I finally opted for the 2nd Overlord to provide some redundancy, instant offense and better mobility.


This message was edited 2 times. Last update was at 2011/11/11 07:25:51



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