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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Howdy all,

So with the advent of 6th I'm re-evaluating all my codices, finding what works and what doesn't work. While I have yet to hit the tables for this edition (yet), my first foray in will be a 2k no holds barred tourney, where everyone will be testing their newest creations of this edition. That said, after much examining and reading I've realized something; Immotekh synergizes completely with everything in the Necron codex.

Heres a few things I noticed:
- Most everything in the dex is Ap - or AP 4. Most of the powerful weapons for a shooty list come at AP - (Nightscythes, Barges, etc.)
- The new nightfighting gives foes bonuses to cover; +2 for 24-26", +1 for 12-24". Notice something? Thats right; most everything is 24" or less! Meaning other than Hordes who have low saves anyway, cover doesn't mean squat.
- immotekh was BUILT for Challanges. He defeats a sergeant or IC and gets +D3 wounds to the combat. He rerolls hits and wounds, and is Str 5. Most sergeants/upgrades are 1 wound... and him being T5 with a 2+/3+ means he won't go down easily.
- Immo's lightning (not sure about this one) your opponent doesn't get the cover bonus against; seeing as its not "targeting", it just hits. I'm sure you can take flat out saves and things... either way though, immos lightning seems almost tailor made to smack down fliers (need 6's to hit anyway!)

That said, I've been racking my brain to create an Immotekh shooty list of doom utilizing some of the now amazing things in our dex.

Headquarters
Immotekh - 225 pts
Overlord - Warscythe, Weave, Orb, MSS - 160 pts
Overlord - Warscythe, Weave, Orb, MSS - 160 pts
Royal Court 1: 1x HoE w/ Chrono (40), 1x HoS w/ LF (35) - 75 pts
Royal Court 2: 1x Necron Lord w/ Scythe, Orb, MSS (90), 1x HoS w/ LF (35), 1x HoS - 150 pts
Royal Court 3: (OH NO HE DIDN'T!) HoD w/ Veil - 60 pts

Elites
Triarch Stalker - Heatray - 150 pts
Triarch Stalker - Heatray - 150 pts

Troops
5x Warriors - Ghost Ark - 180 pts
7x Warriors - 91 pts (HoS x2 w/ 2x LF, Overlord #2, HoD w/ Veil)
7x Warriors - 91 pts (HoS x1)
7x immortals - Tesla - 119 pts (OLord)
7x immortals - gauss - 119 pts (HoE, Lord, IMMO)

Heavy
Annibarge - Tesla - 90 pts
Annibarge - Tesla - 90 pts
Annibarge - Tesla - 90 pts

Total: 2000 pts

Thoughts: So heres the general idea with this list -
- Immotekhs anti-flier/MSU tech here. As well, he increases survivability of my units, while not really caring about my opponents (9/10 people are marines, other than vehicles, don't care if they have cover)
- Lords make my immos hard as nails, Immo goes with the gauss to add some relentless action
- Bargelord rides around smashing what he can til he goes down. His 2+ save while in the barge will (hopefully) keep him alive charging stuff
- HoS's are AMAZING AT now. This army closes in for the kill, so they help a bunch with dreads/armor. Top it off with 4 shots for overwatch... pro.
- Lightning Fields are assault deterrants; between that and overwatched gauss, should do some damage.
- Triarch Stalkers shoot up units that are getting too close, this gives me rerolls on overwatch. They are also great AT

Basically this list will stomp on mech, then rely on overwatch and lots of warscythes and orbs to keep me going during assault.

So peeps... come, help me make a good list!

This message was edited 4 times. Last update was at 2012/07/13 23:00:37


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Made in us
Sneaky Sniper Drone




Louisville, Kentucky

zid,

Like the list...realize that points are not there...but I think with the improved cover from nightfight it would be wise to get a monolith in there, for an anibarge...the reason being is that since armor only needs to be 25% concealed to get a 5+...one uses the monolith to shield a portion of both stalkers and improve their cover from long range weaponry...like long fangs, grey knight dreads, etc...they eat armor 13 up through weight of fire...then you shield the remaining two anibarges behind them...giving moving cover to all of your armor...and it gives you a nice portal also for one of your troops for rapid redeployment...I have played with similar lists...the surflord can get in the cover mix the first turn as the army closes ground, i.e. before needing to pop out and slay something...just a thought...possibly a ghost ark could synergize well also keeping the warrior numbers up...

 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Widowsbane wrote:zid,

Like the list...realize that points are not there...but I think with the improved cover from nightfight it would be wise to get a monolith in there, for an anibarge...the reason being is that since armor only needs to be 25% concealed to get a 5+...one uses the monolith to shield a portion of both stalkers and improve their cover from long range weaponry...like long fangs, grey knight dreads, etc...they eat armor 13 up through weight of fire...then you shield the remaining two anibarges behind them...giving moving cover to all of your armor...and it gives you a nice portal also for one of your troops for rapid redeployment...I have played with similar lists...the surflord can get in the cover mix the first turn as the army closes ground, i.e. before needing to pop out and slay something...just a thought...possibly a ghost ark could synergize well also keeping the warrior numbers up...


Interesting ideas. One thought I have is all skimmers have a 5+ jink save though, so I wouldn't really need cover

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Made in us
Sneaky Sniper Drone




Louisville, Kentucky

very good point Zid...so really the monolith would only cover the stalkers...hmmm...however the cover for the stalkers behind the lith would synergize with the night fight cover...giving you a 4+ pretty much all the time and 3+ vs. most long range fire unless they have flank fire angles...thanks for sharing though it sparked some new cron list writing on my part....Here is my version from late last night...I might take this to a 50 player in KY that I am attending on the 28th...

IMO "Da Boss" tekh
Chronotek, Shroudtek

Destroyer lord w/ weave, MSS, Tachyon arrow(only misses on a 2 with pref. enemy)

FA
6 wraiths w/ 4 coils

Elite
2X Stalkers w/ heat rays

Heavy
2x Anibarges (Tesla)

Troops
6 immortals(gauss) w/ IMO and the chronotek
9 Warriors w/ dedicated Ghost Ark and Shroudtek
7 warriors (objective holders)

Just a little different take...probably should have the surflord instead of the destroyer lord...need to playtest the destroyer lord...


 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

See, I'm staying away from wraiths. But your point about the dlord..... Very good!

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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

So edited the list to add allies!

Edits:
- Cut one lord
- Cut Weave off second lord
- Cut CCB from Bargelord, made him a sub for second lord
- Cut 1 warrior unit
- Cut a couple crypteks

+ Added Mephiston
+ Added Jump Marines

Thoughts:

So looking over the original list, I saw that the double lords was pretty redundant and didn't add much. The CCB lord pretty much ran ahead and suicided on the first target he could. Basically figured that mephiston could do that job better, but do far more damage doing it. Also, a Jump Squad will be just as survivable as the warrior unit when sitting back on an objective. They can also reserve and come in later if needed, to capture a back objective. The Teks added neat stuff, but didn't think it would be that effective.

Also; Immotekh with mephiston just seems... naughty. So naughty I need to try it.

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Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Immotekh's lightning strikes Mephiston and the Assault Marines still though, right?

   
Made in us
Perturbed Blood Angel Tactical Marine




GA

I would go 2 bio powers and keep wings of sang, you dont want mephy to sit some where he can get shot to hell.
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

You can't pick and choose, it's either Codex Powers or Rulebook.

   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

Andilus Greatsword wrote:Immotekh's lightning strikes Mephiston and the Assault Marines still though, right?


Yep, your army treats allies of convenience "like enemy units" and lightning strikes all enemy units.

   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Target wrote:
Andilus Greatsword wrote:Immotekh's lightning strikes Mephiston and the Assault Marines still though, right?


Yep, your army treats allies of convenience "like enemy units" and lightning strikes all enemy units.



Doubt mephy will die to a few ap 5 hits per game


Automatically Appended Next Post:
Andilus Greatsword wrote:You can't pick and choose, it's either Codex Powers or Rulebook.


Bingo, else bio pwrs with sword or wings would be insane

This message was edited 1 time. Last update was at 2012/07/06 14:40:56


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Made in is
Dakka Veteran






If the storm ability doesn't grant coversaves, does blood lance? You don't target anything either, just draw a straight line (apart from the first thing you hit which is considered your target)


 
   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

Stoffer wrote:If the storm ability doesn't grant coversaves, does blood lance? You don't target anything either, just draw a straight line (apart from the first thing you hit which is considered your target)


The difference is blood lance has an origin, you draw a straight line from yourself, the storm really has no origin.
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Stoffer wrote:If the storm ability doesn't grant coversaves, does blood lance? You don't target anything either, just draw a straight line (apart from the first thing you hit which is considered your target)


Blood lance does as the shot comes from the caster, general consensus is the lightning doesn't come from immotekh (if it did, then nemesors tank hunters would work with immos lightning). So to me that means, just like when a barrage template lands on a squad, cover is taken from the center of the shot.

Of course, this is probably a ymdc, but id take it as: if your in cover, you get cover. If you turbo, you get cover. You don't get cover from the nightfighting that immos ability creates (what sense would that make? Would make immo practically useless)

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Made in is
Dakka Veteran






Ah cool, thanks.


 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

NP buddy

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Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

One last bump before I'm solidified; thisll be my first 6th ed test list!

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Made in us
One Canoptek Scarab in a Swarm




Two things on the Blood Angels portion of your list. (I don't run Necrons, but I'm debating about picking some up!) Having run Mephiston as my HQ since I started playing BA, his powers are great as is. I don't plan on ever switching out his powers, mainly because he is best on the assault and his powers either get him there or make him nastier in assault. The only way people I play with could take him down were via power weapons, which are now nerfed. Try playing him with the codex powers first. You may be pleasantly surprised.

Secondly, since I'm guessing you have a lot of objective holders in your first group, you may want to consider switching your BA assault marines to Death Company. You get all the fun of the assault marines, plus rage (which is a good thing now) and furious charge. You're looking at (if my memory serves) 6 attacks per model on the charge! (2 from stat line, 1 for 2 melee weapons, 2 for charge w/ furious charge and 1 from the jump infantry bonus rule hammer of whatever-its-called) and those attacks are at str 5.
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

So thinking this over I can run meph, OR I can do a CCB Lord (due to dual FOC) + a squad of 10 warriors and a tek or two.... or a smaller squad of warriors (7 or so) and 2 teks.


Automatically Appended Next Post:
KefkaZ wrote:Two things on the Blood Angels portion of your list. (I don't run Necrons, but I'm debating about picking some up!) Having run Mephiston as my HQ since I started playing BA, his powers are great as is. I don't plan on ever switching out his powers, mainly because he is best on the assault and his powers either get him there or make him nastier in assault. The only way people I play with could take him down were via power weapons, which are now nerfed. Try playing him with the codex powers first. You may be pleasantly surprised.

Secondly, since I'm guessing you have a lot of objective holders in your first group, you may want to consider switching your BA assault marines to Death Company. You get all the fun of the assault marines, plus rage (which is a good thing now) and furious charge. You're looking at (if my memory serves) 6 attacks per model on the charge! (2 from stat line, 1 for 2 melee weapons, 2 for charge w/ furious charge and 1 from the jump infantry bonus rule hammer of whatever-its-called) and those attacks are at str 5.


I've used mephy since the new BA dex came out, I agree his codex powers are awesome. But with the advent of fliers and challanges becoming more nasty, and people are now going to be running more AP2 plasma/lascannons with the changes to power weapons, I feel Meph needs survivability powers (as being str 6/T6 with 5 wounds and an AP3 weapon makes him more than efficient at killing MEQ, which is his use now) to help him last in prolonged challanges, and against all this new firepower. Theres far too many good divinity and biomancy spells for meph!

This message was edited 1 time. Last update was at 2012/07/11 20:08:39


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