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Made in us
Ambitious Marauder




Missouri

There's a tournament coming up next week, and by chance I seem to have the day off. Usually I bring CSM, but want to have some fun this time around.

HQ -
Overlord - Warscythe, Sempiternal Weave, Mindshackle Scarabs, Ressurection Orb
Cryptek - Tremorstave
Cryptek - Abyssal Staff, Veil of Darkness

Elite -
10 Deathmarks
Triarch Stalker - Particle Shredder
Triarch Stalker - Particle Shredder

Troops -
20 Warriors
10 Warriors
10 Warriors
Ghost Ark
Ghost Ark

Heavy Support -
Doomsday Ark
Doomsday Ark

Total - 1850

Overlord, and both Crypteks will go in the large Warrior squad and either bunker up in cover while slowing down the enemy with the tremorstave, and repairing from the Ghost Arks, or teleport around the table causing trouble.

The Stalkers will act as marker lights for the army, lighting at many targets up as possible. Also, twin linked Doomsday cannons are always amusing.

I'm almost tempted to drop both Crypteks and pick up a Spyder with a small unit of scarabs, but it probably wouldn't be as useful to the rest of the list.
   
Made in ca
On a Canoptek Spyder's Waiting List




Looks fun. I would get rid of the tremortek for another despairtek and split the dm squad into two. The spyder you're thinking of bringing would also be useful in repairing some hull points.
   
Made in au
Longtime Dakkanaut





Perth, Australia

Looks fun!

Couple of suggestions :

For the price of that overlord, consider the extra few points to take Zandhrek instead.

10 Deathmarks should pretty much be taken in 2x5 because you double up the number of units you can mark. Even if you just DS the second squad.

Perhaps think about trimming a couple of warrior bodies to put HGC onto the Stalkers?

hth

   
Made in au
Devastating Dark Reaper




My friend plays a list similar to this, from what he says it's very fun and wins quite a bit.

This message was edited 1 time. Last update was at 2014/07/14 07:30:47


 
   
Made in us
Ambitious Marauder




Missouri

Thanks for the input so far everyone.

I was beginning to consider splitting the Deathmarks into two smaller units, and even began pondering what I could trim to bring their numbers up. Unfortunately, I just realized that I already have three Elite choices with my large unit of Deathmarks, and two Triarch Stalkers. So I'm all out.

Zahndrekh might be fun, but I don't really see where he would fit in with the rest of the force. I have always liked Anrakyr, and he is even the same cost, but I'm also not sure how he would function in the army.

Heh, if there's anything that I'm stubborn about, it's my Triarch Stalkers.

Personally, I am convinced that the Particle Shredder is the best option for a Triarch Stalker.

The two other weapons are used primarily for anti-tank roles. This isn’t conveying twin-linked to the rest of your army, and as such is wasting the greatest aspect of the Stalker. That’s where all the synergy is. Granted, the Heavy Gauss Cannon has a longer range than the other two; its range is longer than the effective range of the rest of the army. Another important factor is that, it isn’t too hard to miss with either the Heat Ray, or the Heavy Gauss Cannon. The Heat Ray is a two shot, and the Heavy Gauss Cannon is a twin-linked one shot. Either way is two dice, which snake eyes is too common. The Shredder, being a blast weapon, can still hit even on a scatter. It can potentially even hit multiple units if everything goes well. Another personal favorite is that the Shredder is a half range, large blast Autocannon.

Ultimately, it just seems that the Particle Shredder is the highest potential to synergize with the rest of the Necron force. In some lists, the other weapons can have their niche, but I would still be inclined to argue, that the Shredder brings the most to the table.


   
Made in au
Longtime Dakkanaut





Perth, Australia

@Virus,

Zandy can synergise with any list, because of the variety of rules that can be granted by him. In this case, tank hunters is good, stealth for the GA (and even for the DDA if you can find cover for it - that way you won't have to jink) and furious charge/counter-attack for the blob would all be useful.

However, he is equally useful for the rules he strips from the opponents units.

In your list, Zandy would sit with the blob as your overlord would normally do.




   
Made in ca
Pulsating Possessed Space Marine of Slaanesh







Whoops... there doesn't seem to be anything here.

This message was edited 1 time. Last update was at 2017/10/10 16:30:06


3000pts
500 pts
Slaanesh Veteran Marine with Tentacles 
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

1) Can only attach 1 Royal Court member to a squad, so if you want 2 Crypteks in one squad, then you need a 2nd Court. If you're going with the Tremortek, then remember that it only affects them during the movement phase. You'll need the other item to slow em down if they choose to assault.

2) You're not assaulting with that blob that you intend to teleport around blasting stuff up. So the MSS isn't going to do much, if anything for you.

3) The fact that you're running Triarch Stalkers gets a plus in my book. I'm sold on the HGC as the best option, but I usually run them with 45-60 Warriors, and the extra range means they aren't stepping on each others toes.

4) Agree with what's been said about Zahndrekh.

5) Have you had much success with the DDArks? They kinda took a hit since they can't really 'jink' anymore.

This message was edited 1 time. Last update was at 2014/07/14 16:16:22


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Ambitious Marauder




Missouri

1) That's a very good point. I'll drop at least the Tremortek, giving me 30 pts.

2) I don't usually charge, but most of my games end up seeing the blob charged, or wiped. The MSS have saved the day often enough to almost be auto include for me. I usually have Phase Shifter on my Lord, and am nervous about taking it off this time.

3) Triarchs deserve more love, and I can understand the benefit of the extra range from the HGC. So far, I prefer the large blast for potential more wounds, and that it's surprisingly hard to miss with it.

5) DDA's have been fun. One of the only truly long range options that we have. Last edition, I would usually bring a Skyshield Landing Pad, and have them park on it for a 4++. I'm hoping that they can avoid some attention for now. Also, twin linked Doomsday Cannons are satisfying, and it kills terminators.

I usually am not a big fan of Annihilation Barges, however, I do have a couple. If I drop both Crypteks, then I could add one. Thoughts on that?
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

 Virus wrote:
2) I don't usually charge, but most of my games end up seeing the blob charged, or wiped. The MSS have saved the day often enough to almost be auto include for me. I usually have Phase Shifter on my Lord, and am nervous about taking it off this time.

Do your Warriors hang around on the turn you get charged to be able to use the MSS on the following turn? Im not accusing, but a good majority of Necron players use the MSS incorrectly, so Im always curious when I see statements like this.

If you like the Phase Shifter, then put it back on. I recommend the PS, or the Semp Weave - but not both. If you're going to pay for both, then just take Zandrekh.

 Virus wrote:
3) Triarchs deserve more love, and I can understand the benefit of the extra range from the HGC. So far, I prefer the large blast for potential more wounds, and that it's surprisingly hard to miss with it.


I agree, your list isn't as cluttered on the table as mine, I was just offering a different perspective, since I mainly use mine to grant Twin-linked, and not for the Damage.

 Virus wrote:
I usually am not a big fan of Annihilation Barges, however, I do have a couple. If I drop both Crypteks, then I could add one. Thoughts on that?


Im not a fan of the A-Barges, but I'm not a hater neither. I've since changed my list and run with 2 of them now, but if I need to shave points they're the first to go. I did proxy a 3rd for a while since people swore by them and kept telling everyone that you should. I've found that 1-2 is great. When you hit 3, I've had better success dropping 2 of them for another unit of Immortals or Warriors. They don't win me games and I've never had moments where I've wished I've had them when I don't take them. The reason they went in is that they were more effective than taking Lords w/Orbs for the Immortals in the Nightscythes.


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Ambitious Marauder




Missouri

I'm not sure if I'm understanding the first question about the MSS. Though I am interested and curious, how would you say that most of the players use them incorrectly? In what ways or scenarios do you believe they should be used?

In terms of the Stalkers, I'm glad to hear your perspective. It seems that you and I use them with the same mindset, just have found a slight preference in style.

I'm not sure about the A-Barge. They've never been too great, or too poor in performance. Theoretically 6+ shots from tesla could be more beneficial to me than a couple of Crypteks. Also, it would be yet another AV13 vehicle to toss in my opponent's face. It would bring me up to 7, which some people might not be prepared for.
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

 Virus wrote:
I'm not sure if I'm understanding the first question about the MSS. Though I am interested and curious, how would you say that most of the players use them incorrectly? In what ways or scenarios do you believe they should be used?

It's just a little pet peeve of mine that I've seen Necron Players abuse. Often unintentionally, but I'm in the mindset that every player should be responsible for their own army, and rules.

MSS to me are great when they work, but will rarely, if EVER work on the turn you get charged, which is when you need them the most. First of all, they need to be in base contact, which if you're getting charged, your opponent has more control over than you. So, it's completely possible and fairly common, that the MSS don't even work that first turn.

2nd, it's a random model so if your opponent has to put a model in base contact with the OL on the turn he charges, he can just put the normal guy there. In a challenge, it USED to be that you were only considered in base contact with the model in the challenge, but that is no longer the case. So even if your models survive the charge or end up in a challenge, all your opponent has to do is get as many models in base contact with the OL as possible to reduce the chance it'll hit the guy in the challenge.

3rd, (and this is the pet peeve), is that when it's not your turn, you don't get to choose when they go off, your opponent does. So if you get charged, the expected chain of events should be A)Opponent tells you to trigger MSS, which will not work because of no models in base, or hit joe nobody. B) Opponent issues the Challenge. C) Resolve combat starting at I10. I've seen FAR too many Batreps, games, etc, where the Necron Player neglects to inform his opponent to use the MSS after the challenge has been issued. It's a valid thing, but to me it's just poor sportsmanship. It's left a bad taste in a lot of players mouths.

I still run MSS, but only on my OL and only when I take Phaerons. That way I get to charge, put what I want into base contact, then decide to use the MSS before or after issuing the challenge.

 Virus wrote:
I'm not sure about the A-Barge. They've never been too great, or too poor in performance. Theoretically 6+ shots from tesla could be more beneficial to me than a couple of Crypteks. Also, it would be yet another AV13 vehicle to toss in my opponent's face. It would bring me up to 7, which some people might not be prepared for.

While I'm glad someone else shares my opinion of them, we're in the minority. They work on Wall lists, because you're trying to go for a solid AV 13 Wall. They are the best Anti-flyer option we have, I'll give them that, but outside of that I haven't seen them perform to the point of 'OMG SPAM these!'

To me the only Flyer that poses any serious threat now is the Stormraven. They can't contest objectives while they're flying, and if they go to hover mode then they're Gauss meat, or use a Warscythe to cut em up. Heldrakes can no longer shoot out their Arse, Valkyries aren't going to deliver anything that is a serious threat, and you're going to be dealing with whats on the ground vs. other Necron Players. With the Stormraven jinking, it's pretty hard to take down.

For that reason though, I recommend 1-2, that's all.

Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Ambitious Marauder




Missouri

At first, the only counter that I had about the MSS was that I usually issue challenges with the Lord to ensure that the MSS go off, and protect the squad. I'm in a moment of disbelief that you no longer count challenges as a near separate encounter. That will make things interesting, and I'll keep it in mind. Though, I still play mu Overlord aggressively, and so will keep practicing with the MSS. Thank you for all the thoughts on the subject. There's definitely a lot to consider with such a small piece of wargear, right?

In all of the last edition of 40k, I opted to mostly ignore flyers. Though, you do bring up a valid point. The A-Barge is a decent anti-flyer platform, that can also shoot at ground forces when needed.

Escalation and Stronghold Assault are not allowed in this event, so people might be more likely to bring flyers with the lack of fortifications. This makes the Barge an even better choice.
   
Made in au
Longtime Dakkanaut





Perth, Australia

 Akar wrote:
 Virus wrote:
I'm not sure if I'm understanding the first question about the MSS. Though I am interested and curious, how would you say that most of the players use them incorrectly? In what ways or scenarios do you believe they should be used?

It's just a little pet peeve of mine that I've seen Necron Players abuse. Often unintentionally, but I'm in the mindset that every player should be responsible for their own army, and rules.

MSS to me are great when they work, but will rarely, if EVER work on the turn you get charged, which is when you need them the most. First of all, they need to be in base contact, which if you're getting charged, your opponent has more control over than you. So, it's completely possible and fairly common, that the MSS don't even work that first turn.

That's possible, but if you know you are getting charged, why wouldn't you put the overlord so that he has to be in base contact?

 Akar wrote:
2nd, it's a random model so if your opponent has to put a model in base contact with the OL on the turn he charges, he can just put the normal guy there. In a challenge, it USED to be that you were only considered in base contact with the model in the challenge, but that is no longer the case. So even if your models survive the charge or end up in a challenge, all your opponent has to do is get as many models in base contact with the OL as possible to reduce the chance it'll hit the guy in the challenge.
Agree with this, and a clever opponent will take the opportunity to maximise the number of "joes" in contact. However, the challenger has to be in base contact - you have to swap the model in. So there is still a chance that MSS will affect the challenger.

 Akar wrote:
3rd, (and this is the pet peeve), is that when it's not your turn, you don't get to choose when they go off, your opponent does. So if you get charged, the expected chain of events should be A)Opponent tells you to trigger MSS, which will not work because of no models in base, or hit joe nobody. B) Opponent issues the Challenge. C) Resolve combat starting at I10. I've seen FAR too many Batreps, games, etc, where the Necron Player neglects to inform his opponent to use the MSS after the challenge has been issued. It's a valid thing, but to me it's just poor sportsmanship. It's left a bad taste in a lot of players mouths.


What's the logic for the opponent getting to choose? I have not heard that one before. Agree there are games played as to when the MSS gets declared, but there is no wording to indicate that the timing of the test is an opponent choice. The wording in the codex is very clear - "At the Bearer's command". The codex also doesn't specify a specific time, just "At the start of the Assault phase, after assault moves have been made, but before any blows are struck....."

   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

MarkCron wrote:
That's possible, but if you know you are getting charged, why wouldn't you put the overlord so that he has to be in base contact?

For the simple fact that it's still more likely your opponent can get around that. You opponent still gets the opportunity to move before you do, which still gives him a chance to position better on the charge than your planning will do. So unless you're in a wedge with the OL on point, then he will ensure that the closest model is something else than the OL. Once he's made contact, it's more common to charge and place the charging models to actually block other models from making base contact with the OL. If the OL is on point, then he is taking all the hits. LoS are only good up to 6" again, so he'll soon be taking the hits anyways. If he manages to make is RP after going down, then he can be cleverly positioned.

Not a huge issue for me since I run a Phaeron, and have a difficult time giving it up now. I stand by my point though.

MarkCron wrote:
Agree with this, and a clever opponent will take the opportunity to maximise the number of "joes" in contact. However, the challenger has to be in base contact - you have to swap the model in. So there is still a chance that MSS will affect the challenger.

No disagreement here. If you do manage to force your opponent into base contact with the OL, then he will probably put as many 'joes' in base contact as possible. He will more likely than not do it in a way that keeps the guy you want shackled out of base contact on the charge. The Challenger does not have to be in base contact until the challenge has been issued and accepted. (Which I'll cover under the next point)

MarkCron wrote:
What's the logic for the opponent getting to choose? I have not heard that one before. Agree there are games played as to when the MSS gets declared, but there is no wording to indicate that the timing of the test is an opponent choice. The wording in the codex is very clear - "At the Bearer's command". The codex also doesn't specify a specific time, just "At the start of the Assault phase, after assault moves have been made, but before any blows are struck....."


It's not logic, it's the rule plain and simple. It was the rule in the last edition it was found on page 9 under Exceptions. In 7th you'll find the rule on page 17 under Sequencing. You quoted the MSS rule, '.. after Assault moves, but before any blows are struck...'. Challenges are also issued at the 'start of the fight Sub phase before any blows are struck.' (pg. 101) So, most reasonable players will see this as two situations with the same trigger, that resolve at the same time. When there is a conflict, who gets to resolve the order? We have a rule for that and the player who's turn it currently is. The result is that on the turn you get charged, your opponent gets to tell YOU when you get to test for MSS, base contact or not. Then he gets to choose to resolve Challenges, and as it's his turn, he gets to issue first, and so on and so on.

Now, the rules nazis who are hell bent on RAW will screw you over any more and state that the MSS is VERY specific about it's timing, using the old rule of 'after assault moves' to be the trigger for MSS BEFORE you even get to the Fight Sub-phase (which didn't really exist when the Cron dex was written the way it is now), so they're using this as an excuse forcing you to use the MSS before you get to issue challenges. I've had this debate with a quite a few players, and while it is sketchy, it's an even more sketchy player that brings this up and tries to enforce it. I only mention it here, because either situation re-enforces the point that MSS, is practically useless on the turn you get charged.

Yes, we even discussed the 'at the bearer's command', but it's clear that wording is part of the description, and not the function of when MSS gets to work.

Even then, if your opponent is running characters that are designed to take out infantry and not get dragged out in 1v1 combat (Khorne comes to mind), they will usually just sit them in the back so they are out of range to issue/accept the challenge then swing on the pile-in. Not that this is an issue, since the excess wounds carry over to the units now.

EDIT: It's a Pet Peeve of mine not because players do it. They are often unaware under the rules, that they are not playing it 'Sportsmanlike'. It's those players that I've talked to that ARE aware of the rule, yet still try to get away with it relying on their opponents inexperience. Most of whom I've talked to were unaware of the rule as well, but worse yet, they were told that was how it actually worked. In those conditions, then yeah MSS are awesome, and it explains why people hate them so much. To someone who is familiar with the timing rules, they're just meh.

This message was edited 1 time. Last update was at 2014/07/15 05:52:17


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Longtime Dakkanaut




I still run MSS, but only on my OL and only when I take Phaerons. That way I get to charge, put what I want into base contact, then decide to use the MSS before or after issuing the challenge.


This.

This is why I either anchor a blob with a Phaeron kitted out, or sometimes I run Imo (although I woudln't suggest it in a DA list obviously).

My favorite list during 6th ran Imo in a blob of 20 with a Chrono, and a DLord with Res Orb that was normally running up with a full stack of 10 Triarch Praetorians or 20 Flayed Ones. It gave the Dlord some amazing versatility on which unit he could hop around and give some RO/PE love to. 20 Phaeron'd Warriors with RO/PE backed by a couple of CC competent characters is no joke. You are talking about over 10 MEq wounds on the charge from the Warriors alone. Obviously that will go down because of overwatch and casualties before they strike, but the WS and MSS should more then make up for that.
   
Made in us
Ambitious Marauder




Missouri

I'm surprised to hear a return of the Phaerons. I remember everyone discounted them at the beginning of sixth. Perhaps, I should try to fit this in instead.
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

Pherons never left!

They just shifted as to why you took them. I have a hard time making a list without them. At the same time I don't recommend that every Necron player have one. It's just that if you're going to have MSS, then it should be on a model that will be assaulting.


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Longtime Dakkanaut




They just shifted as to why you took them. I have a hard time making a list without them. At the same time I don't recommend that every Necron player have one. It's just that if you're going to have MSS, then it should be on a model that will be assaulting.


Basically this. If you are going to invest the points on combat, you might as well get Phaeron on top. Picture a situation where you either going to back up, rapid fire, and let them charge you, or step forward and charge yourself. You can either go with 40 shots at full ballistic and 40 overwatch, meanwhile giving your opponent +1 Attack per model, or you can get 40 Rapid fire shots, deal with the overwatch of a CC focused unit (which won't be much, if anything), give yourself 20 additional attacks and another WS attack, and rob them of the +1 A. In short, it makes your brick a serious beat stick against anything but the most dedicated of CC units.

A MSS/WS Phaeron Lord and a 20 Brick assaulting 10 TH/SS terms will kill 5 to 6 before the terms even strike. If you happen to have a DLord near by that number can jump to 8 to 9. As in, dead. lol. Don't underestimate the fury of properly supported robots in CC. And that's not a crazy disparity in points, either. The DLord puts it over the top, of course, but you add corresponding support on the Term's side and the Brick can still spank that ass in CC.

This message was edited 1 time. Last update was at 2014/07/16 02:44:51


 
   
Made in us
Ambitious Marauder




Missouri

Alright, the newly revised list would be.

Overlord - Phaeron, Warscythe, Sempiternal Weave, Mindshackle Scarabs, Resurrection Orb
Cryptek - Abyssal staff, Veil of Darkness, Nightmare Shroud

10 Deathmarks
Triarch Stalker - Particle Shredder
Triarch Stalker - Particle Shredder

20 Warriors
10 Warriors
10 Warriors
Ghost Ark
Ghost Ark

Doomsday Ark
Doomsday Ark

Total - 1850

The Nightmare Shroud was the only option that I could find to fit my list to fill the last points.
   
Made in au
Longtime Dakkanaut





Perth, Australia

ShadarLogoth wrote:

A MSS/WS Phaeron Lord and a 20 Brick assaulting 10 TH/SS terms will kill 5 to 6 before the terms even strike. If you happen to have a DLord near by that number can jump to 8 to 9. As in, dead. lol. Don't underestimate the fury of properly supported robots in CC. And that's not a crazy disparity in points, either. The DLord puts it over the top, of course, but you add corresponding support on the Term's side and the Brick can still spank that ass in CC.


5 to 6? I must be doing something wrong with my math, because on average I get 3 termies dead before I1. (40 attacks, 4 to hit, 4 to wound, 2+ save = 40*3/6*3/6*1/6 = 1.66, Overlord 4 attacks, 4 to hit, 2 to wound, invul 5+ = 4*3/6*5/6*2/3 = 1.09)

Still not a bad effort for the robots!

This message was edited 1 time. Last update was at 2014/07/16 03:17:27


   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

List looks great, looking forward to hearing how it goes.

I will put a bit in here about the Phaerons, while Shadar and I both agree that they're great, it is a bit of a learning curve as to when and what you'll be charging. There will be times that it will backfire on you. I personally don't recommend Phaerons to players starting out until they get a handle on how the rest of the Necron mechanics work, for this reason.

On this list, I think you need it since your only response to any fast moving assault units, is to shoot them, then tie them up first. Against assault orientated armies, this could be rough. Not trying to deter you from doing it, but just understand that it might frustrate you for your first few games.

As for the list. I'd drop the Veil, unless you are planning on using the Deathmarks as your mobile scoring unit. They'll do that just fine, but don't expect them to hang around much longer than that. You could Veil around the Warriors, but it's just a huge clumped up target that will hurt you more than it will help you.

I know you're down to the wire on points, but dropping 1 Warrior out of each Ghost Ark Squad to make room for a Cryptek would be good. Dropping the 20 man squad a model or 2 to get the Cryptek points would be worth it. The S8 ones (sorry just drawing a blank on the name) are a good choice as it would give you some additional Tank punch and range if you need it. I played a few games with Tremorteks, just to slow the movement down and buy a little time for the Squad on the ground.

This message was edited 3 times. Last update was at 2014/07/16 03:34:47


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Ambitious Marauder




Missouri

MarkCron wrote:
ShadarLogoth wrote:

A MSS/WS Phaeron Lord and a 20 Brick assaulting 10 TH/SS terms will kill 5 to 6 before the terms even strike. If you happen to have a DLord near by that number can jump to 8 to 9. As in, dead. lol. Don't underestimate the fury of properly supported robots in CC. And that's not a crazy disparity in points, either. The DLord puts it over the top, of course, but you add corresponding support on the Term's side and the Brick can still spank that ass in CC.


5 to 6? I must be doing something wrong with my math, because on average I get 3 termies dead before I1. (40 attacks, 4 to hit, 4 to wound, 2+ save = 40*3/6*3/6*1/6 = 1.66, Overlord 4 attacks, 4 to hit, 2 to wound, invul 5+ = 4*3/6*5/6*2/3 = 1.09)

Still not a bad effort for the robots!


I believe they are including the rapid fire barrage before the charge.

This message was edited 1 time. Last update was at 2014/07/16 03:29:56


 
   
Made in au
Longtime Dakkanaut





Perth, Australia

 Virus wrote:
MarkCron wrote:
ShadarLogoth wrote:

A MSS/WS Phaeron Lord and a 20 Brick assaulting 10 TH/SS terms will kill 5 to 6 before the terms even strike. If you happen to have a DLord near by that number can jump to 8 to 9. As in, dead. lol. Don't underestimate the fury of properly supported robots in CC. And that's not a crazy disparity in points, either. The DLord puts it over the top, of course, but you add corresponding support on the Term's side and the Brick can still spank that ass in CC.


5 to 6? I must be doing something wrong with my math, because on average I get 3 termies dead before I1. (40 attacks, 4 to hit, 4 to wound, 2+ save = 40*3/6*3/6*1/6 = 1.66, Overlord 4 attacks, 4 to hit, 2 to wound, invul 5+ = 4*3/6*5/6*2/3 = 1.09)

Still not a bad effort for the robots!


I believe they are including the rapid fire barrage before the charge.


ahhh. That makes sense.

List looks fun. Re the Deathmarks, I'd suggest that 5 will do if you have the veiltek (as Akar said, they probably won't hang around long after they have done the deed) which would free up points for either Lance Crypteks for the GA warrior squads (I think these would synergise really well with the stalkers)




   
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Out of my Mind

MarkCron wrote:
... for either Lance Crypteks for the GA warrior squads (I think these would synergise really well with the stalkers)

Lanceteks, thats it. It's a dual synergy, as it will give you something else that isn't restricted to 24" since you're using the Particles on the Stalkers, so the will back up the DDArks as well. It might make the difference in Hammer n Anvil Games.


This message was edited 1 time. Last update was at 2014/07/16 03:51:28


Current Armies
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30k: Imperial Fists
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Missouri

Alright, I could drop the Veiltek altogether, and a couple of warriors.

Overlord - Phaeron, Warscythe, Sempiternal Weave, Mindshackle Scarabs, Resurrection Orb
Cryptek - Eldritch Lance
Cryptek - Eldritch Lance
Cryptek - Voltaic Staff

10 Deathmarks
Triarch Stalker - Particle Shredder
Triarch Stalker - Particle Shredder

20 Warriors
9 Warriors
9 Warriors
Ghost Ark
Ghost Ark

Doomsday Ark
Doomsday Ark

Total - 1849

The two Lanceteks will go in the Ghost Arks, and the Voltaictek can go with the blob. It can help trash any vehicle/transport/walker that they run into. That, or I could just run with a regular Staff of Light.
   
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Out of my Mind

Much better list, and more flexible. That Voltaic staff will really come in handy in either messing with your opponent, or cracking open a Land Raider then assaulting the unit afterwards. It's also keep those Dreads on edge as well.

EDIT: I would play this list if I had the DDArks and try it out. As long as your happy with it, then I'm looking forward to hearing how it does.

This message was edited 2 times. Last update was at 2014/07/16 04:23:20


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Longtime Dakkanaut




 Virus wrote:
Alright, I could drop the Veiltek altogether, and a couple of warriors.

Overlord - Phaeron, Warscythe, Sempiternal Weave, Mindshackle Scarabs, Resurrection Orb
Cryptek - Eldritch Lance
Cryptek - Eldritch Lance
Cryptek - Voltaic Staff

10 Deathmarks
Triarch Stalker - Particle Shredder
Triarch Stalker - Particle Shredder

20 Warriors
9 Warriors
9 Warriors
Ghost Ark
Ghost Ark

Doomsday Ark
Doomsday Ark

Total - 1849

The two Lanceteks will go in the Ghost Arks, and the Voltaictek can go with the blob. It can help trash any vehicle/transport/walker that they run into. That, or I could just run with a regular Staff of Light.


That's almost perfect man. That's just about 100% of the list I was thinking of when I saw your last edition. Well done.

Akar is dead on with the Phaeron advise. You just got to know your odds pretty well. If you can't take them yet, continue to back peddle them till you can. Of course that's pretty generic, and if they throw several such units at you that are problematic it could get harry. Luckily the PS/DDC combo should keep most infantry based CC threats cut down to manageable sizes. MC CC threats will be a little bit more of an issue, but now days many MCs prefer to fly around and shoot. Generally against those lists you'll just want to focus down any OS they have and play to the mission.


Anyway, let us know how it goes.


Oh, and last tweak, somewhere in there you might find some room for a Solar Pulse, I'm pretty sure you can sack one Deathmark and get it perfectly. A turn of stealth is pretty meaty on all those AV 13 Hulls and that Brick.


Automatically Appended Next Post:
and the Voltaictek can go with the blob. It can help trash any vehicle/transport/walker that they run into. That, or I could just run with a regular Staff of Light.


Oh, and I really dig this. I tend to run a Lancetek or Chronotek with the brick, but the Stormtek is nice and cheap and gives you a semi-permanent vehicle wrecker anywhere the blob goes. 6.66 HPs at full strength is no joke. Obviously overkill, but that tells you even if you get whittled down to have strength you are still a pretty solid counter to any vehicle coming near.

This message was edited 1 time. Last update was at 2014/07/16 04:30:50


 
   
 
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