1846 total points.
Heavy Support
525 points total.
Doomsday Ark (1) or Doom Scythe (1) 175 points.
Doomsday Ark (1) or Doom Scythe (1) 175 points.
Doomsday Ark (1) or Doom Scythe (1) 175 points.
Elites
250 points total.
C'tan Shard (1) 250 points.
+ Writhing Worldscape
+ Sentient Singularity
Troops
786 points total.
Necron Warriors (9) 262 points.
Ghost Ark (1)
Necron Cryptek (1)
+ Harbinger of Transmogrification
Necron Warriors (9) 262 points.
Ghost Ark (1)
Necron Cryptek (1)
+ Harbinger of Transmogrification
Necron Warriors (9) 262 points.
Ghost Ark (1)
Necron Cryptek (1)
+ Harbinger of Transmogrification
HQ
285 points total.
Orikan the Diviner (1) 165 points.
Necron Overlord (1) 120 points.
Necron Cryptek (1)
+ Harbinger of Transmogrification
Strategy:
Turn 1 essentially shuts down enemy moving. If any enemy unit moves during the Movement Phase, they take a Difficult Terrain Test and a Dangerous Terrain Test. If they run in the Shooting Phase, they don't take Difficult Terrain Tests, but they do have to take a Dangerous Terrain Test. If they try to charge in the Assault Phase, they take a Difficult Terrain Test and a Dangerous Terrain Test. All compliments of Temporal Snares and Writhing Worldscape. Alpha-strike forces are neutralized and horde armies are harshly punished. Jump Infantry and Skimmers are double punished since they treat difficult terrain as being dangerous already, failing the Dangerous Terrain Test on a 1 or a 2. Any other vehicle runs the normal risk of being immobilized for trying to move this turn.
Just maneuver your Ghost Arks and passengers near cover staying close to objectives, if possible. Be mindful of potential enemy assaults and play it defensively. Push back incoming enemy units with fourTremorstave blasts and make them suffer Difficult Terrain Tests and Dangerous Terrain Tests (via Writhing Worldscape) for attempting to close the distance. Suppress them with triple Ghost Ark and Necron Warrior gauss firepower.
Since they aren't moving much, many of their units or vehicles will be exposed to Doomsday Cannons. Enemy squads that are afraid to move make easy targets. And it's pretty easy to park Doomsday Arks out of retaliatory fire range. You can mix and match Doomsday Arks with Doom Scythes, too. Hold Doom Scythes in reserves and on Turn 2, each has a 75% chance of coming out due to Lord of Time. Simply place them at your choicest location. Heavy weapon squads hiding far away? Vaporized. Dangerous tanks parked across the board? Vaporized. You get the picture. Whatever isn't killed can hopefully be mopped up with TL Tesla Destructors.
Orikan also has the odd chance of becoming empowered and somewhat scary in combat, should it come to that. With the profile of a C'tan Shard and a weapon that ignores saves and re-rolls missed combat attacks, he could mess some stuff up. The C'tan Shard itself can basically hide the entire game and still be effective. Sentient Singularity lets him become a menace to enemy vehicles just by moving close to them. They're going to want to drive away from 4-5 attacks with S7+2D6 AP, but if they're that close, they're going to suffer Dangerous Terrain Tests and fail on a 1 or 2 (via Sentient Singularity and Writhing Worldscape).
...
Anyway, that's the gist of it so far. Any ideas or compliments or criticisms are welcome.
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