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Made in us
Norn Queen






Hi everyone. I started picking up some necrons and made a few lists to figure out what I need to get next. I built a 2000 and a 1500 version of basically the same tactics.
----------------------------------------------------------------------

2000 Decurion
(Actually 1995)

Reclamation Legion

Overlord
Res Orb
The Solar Staff

Immortals x7
Gauss Blasters
- Night Scythe

Warriors x10
- Ghost Ark

Warriors x10
- Ghost Ark

Tomb Blades x3
Nebuloscope
Shield Vanes
Twin Linked Gauss

Tomb Blades x3
Nebuloscope
Shield Vanes
Twin Linked Gauss

Monolith

Lychguard x6
Hyperphase Sword & dispersion Shields
- Night Scythe

Royal Court

Catacomb Command Barge (Warlord)
Gauntlet of Fire
Phylactery
Warscythe

Orikan the Diviner

Vanguard Obyron

Auxiliary

Deathmarks x5
----------------------------------------------------------------------

1500 Decurion

Reclamation Legion


Overlord
Res Orb
The Solar Staff

Immortals x5
Gauss Blasters
-Night Scythe

Warriors x10
-Ghost Ark

Warriors x10
-Ghost Ark

Tomb Blades x3
Nebuloscope
Shield Vanes
Twin Linked Gauss

Monolith

Lychguard x5
Hyperphase Sword & dispersion Shields

Royal Court

Catacomb Command Barge (Warlord)
Warscythe

Orikan the Diviner

Vanguard Obyron

Auxiliary

Deathmarks x5
----------------------------------------------------------------------
The idea is mass mobility.

The warriors get to quickly be deployed with the Ghost Arks. The immortals get dropped off by the Night Scythe. The Tomb blades are fast all on their own and will help harass anything in cover. The command barge will be the warlord and support the front line of infantry as needed.

The lychguard will be joined by the on foot overlord, orikan, and obyron. On turn 1 or 2 depending on the field they will use obyrons mantle to teleport in the enemies back field and begin their nigh invulnerable march through the enemies back line killing anything they can get their hands on and eating up enemy fire. The Overlord can pop his solar staff the turn they teleport to reduce any shots fired at them to snap shots until they can charge.

Deathmarks will respond to enemy deep strikers or deepstrike themselves depending on the match.

The monolith will slowly move up to 1/4 - mid field and then act as a beach head for forward troops to move back out of the eternity gate if I need to quickly pull troops back across the field or if the deathmarks need to deepstrike and the monolith turns out to be an advantageous position.

Powerful? Weak? Cheesy? Too Cheesy? All feed back welcome.

Also a quick run down on the bonuses to the Lychguard-
3+/3++ saves, rerollable on 1s because of orikan 4+ reanimation protocols (would be 3+ except it can only ever be 4+) rerollable on 1s because the overlord comes from reclamation legion. Res orb if for some reason I have disgusting luck.

This message was edited 4 times. Last update was at 2015/12/31 08:31:35



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in ca
Fresh-Faced New User




If you are gonna make the command barge your warlord I would drop the gauntlet and phylactery and take a phase shifter so you won't just be counting on a 4 up reanimation (although that's still pretty good.) Or you could just make orkian the warlord as he is hard to kill especially later in the ge when he becomes a c'tan

This message was edited 1 time. Last update was at 2015/12/31 15:19:11


 
   
Made in us
Hellacious Havoc




Kansas City

The 1500 looks solid, Monoliths in 2000 point games are scary to me as a player. The possibilities of it dying are far greater in 2k.

But other than that I like the lists.

Chaos Army Totals
~6000
~2000 
   
Made in us
Fresh-Faced New User




Western New York

Alright so I'm going to give you a step by step as to yes or no, and why.

Overlord, they're amazing, but a 3+/4+rp is only so good with all the strength D running around, take the solar staff off him and give him a phase shifter and a war scythe. Troops look fine, I would suggest disembarking the warriors so that your arks can contest tactical objectives, unless your plan is to bubble wrap them(Beware of flamers). Tomb Blades, I would take the +3 armor, on half and the +3 jink on the other half, and put whichever is strongest out in front but band them into the same unit, yes this means one less unit to grab, but units of 3 die easily, units of 6 not so much, also, as awesome as our gauss is, I'd make room for some ignores cover blasts, great for taking out pathfinders in cover and amazing against tau in general. Drop that cat barge, because he'll get popped the way he is kitted, with all the high strength stuff being thrown around in these high points games, take nemesor zandrakh stick him in a blob of warriors, for his adaptive tactics(this will also help for bringing in the night scythe on turn 2). It also gives a unit of warriors fearless, so less chance of a sweeping advance, you can also drop Obryon without scatter if hes next to Zandrakh. I'd also try and take an extra cryptek with a solar staff, to give that extra cushion with your lychguard unit. This way you could ghost walk them across the board, pop the solar staff, and only worry about snap shots and melee which that unit is good for. No issues with the deathmarks except I'd try and bring a 10 man squad.
Spoiler:

2000 Decurion[/b] (Actually 1995)

Reclamation Legion

Overlord
Res Orb
The Solar Staff

Immortals x7
Gauss Blasters
- Night Scythe

Warriors x10
- Ghost Ark

Warriors x10
- Ghost Ark

Tomb Blades x3
Nebuloscope
Shield Vanes
Twin Linked Gauss

Tomb Blades x3
Nebuloscope
Shield Vanes
Twin Linked Gauss

Monolith

Lychguard x6
Hyperphase Sword & dispersion Shields
- Night Scythe

Royal Court

Catacomb Command Barge (Warlord)
Gauntlet of Fire
Phylactery
Warscythe

Orikan the Diviner

Vanguard Obyron

Auxiliary

Deathmarks x5


Spoiler:
1500 Decurion

Reclamation Legion[/b]

Overlord
Res Orb
The Solar Staff

Immortals x5
Gauss Blasters
-Night Scythe

Warriors x10
-Ghost Ark

Warriors x10
-Ghost Ark

Tomb Blades x3
Nebuloscope
Shield Vanes
Twin Linked Gauss

Monolith

Lychguard x5
Hyperphase Sword & dispersion Shields

Royal Court

Catacomb Command Barge (Warlord)
Warscythe

Orikan the Diviner

Vanguard Obyron

Auxiliary

Deathmarks x5


This will be a little easier, again, no cat barges, they used to be ok, but now their good in like 1000 point games or lower, especially if you don't plan on kitting them with an invuln, they're gunna be an easy first blood/ slay the warlord. For a smaller list like this though I'd bring Szeras, and more warriors, using his bubble to up the RP of all units around him, gives you a good central hub for your monolith. Truth be told you'd be better off bringing a cad, giving all your ghost arks and troops Objective secured, which will win you tactics games. You can also use a ghost ark in a cad to help fling your lychguard. Since you can only put warriors or characters inside the ghost ark, you can put the royal court inside, and fling them up the center of the field, to join the unit of lychguard that just deep struck in your opponents face.

Your idea of having multiple small man units isn't bad except that they'll die off easier in shooting, and less of a blob dies faster, you want to utilize your ghost arks repair feature, to help bring back fallen warriors, and just tie tie tie up people.

Other then that the only issues I have with your lists, is that you're not running a harvest, which is awesome, because the scarabs can take down most imperial knights by scarab farming, and the wraiths tar pit and kill almost anything. They become more tarpitty, as part of a decurion as they become a 3+/3++ with a 4+reanimate, also they gain relentless as part of the formation, which allows them to take their exile rays, and assault in the same turn. You wanna see your opponents face drop, watch when you roll 6 shots for overwatch, score two hits, and then exile a dreadnaught before it gets to do anything(has been done by me at least twice.)

I'm always more then happy to bounce ideas back and forth about lists and why, and as op as the decurion is I don't bring it because I find it takes away from both players fun. You wanna get into some real fun, bring CADs, with formation detatchments of Harvests, and conclaves of the burning one.

Any questions feel free to shoot me a PM as i might not see this,
Nemesor Blackwing

IT WAS ONLY A 5+ SAVE! HE SHOULDN'T HAVE SAVED EVERY WOUND! 
   
Made in us
Norn Queen






Thanks for the feedback everyone.

I am trying not to be too cheesy or op with the list. I basically just play with friends and family and so my meta does not include anything with knights yet.

I know the Harvest is supposed to be nuts powerful. Which is primarily why I am not taking it yet. I am also trying to limit the number of kits I am getting to start with.

Currently I own 20 warriors, 10 immortal, 5 deathmarks, 5 lychguard, 1 ghost ark, 1 overlord (with scythe) and a good majority of the named models (some of which I am kit bashing my own versions of). I love the Vanguard Obyron model so I kept him normal, but I am making my own Orikan the Diviner. I chopped up a Immotek to build my own LoW/Warlord Overlord (still green stuffing the model atm).

I want the list to be good, to have synergy, to function as a coherent whole. But I don't want my friends to stop playing with me either hehe.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Fresh-Faced New User




Western New York

The harvest can work 2 ways, against an intelligent player your spyder will die and it'll just be relentless ad regular formation bonus. However against a less skilled opponent, the spyder will give wraiths a reanimate, and they just become more and more of a tarpit unit.

IT WAS ONLY A 5+ SAVE! HE SHOULDN'T HAVE SAVED EVERY WOUND! 
   
 
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