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Made in fi
Freaky Flayed One





Spearhead detachment +1 CP
HQ
Catacomb Command Barge, H Sword, Gauss - 161
Elite
Triarch Stalker, HGC - 181
Triarch Stalker, HGC - 181
Fast attack
Tomb Sentinel, Gloom Prism - 185
Tomb Sentinel, Gloom Prism - 185
Heavy support
Doomsday Ark - 204
Doomsday Ark - 204
Annihilation Barge, Gauss - 153
Annihilation Barge, Gauss - 153
Annihilation Barge, Tesla - 144
Tesseract Ark, Tesla - 246

Total 1997 points

Doomsday Arks and Tesseract Ark in the backline firing away. Since all three have horde control weapons and fly, they are pretty safe against alpha strikes.

Annihilation Barges as horde killers. The three of these could also be replaced by one more Tesseract Ark and Doomsday Ark, but this would probably give the army less horde control and mobility to take those objectives... this might actually be a good idea since they are as fast as the A Barges and if you stand still with them the first turn and destroy the most threatening enemy units, they can in the later turns be used as horde killers and objective grabbers.

Catacomb Command Barge either stays with the three Arks or go with the A Barges. Toholk the Blinded might be a good replacement for him giving one vehicle 1D3 Living Metal and reroll of Seize the Initiative, but he really doesn't do anything more for this army. Imothek the Stormlord might also be an alternative since he gives decent short ranged firepower and can cause 1D6 mortal wounds with his Lord of the Storm ability. There's really no HQ that synergizes perfectly with this list.

Triarch stalkers gives out reroll of ones to hit.

Tomb Sentinels helps out where needed via deep strike.

This is a suprisingly mobile army where the slowest moving unit has M 10".
It has a lot of heavy firepower with 2 Twin HGC, 3 Gauss Cannons, 2 Doomsday Cannons, 2 Exile Cannons and 1 Tesseract Singularity Chamber.
For crowd control it has 3 Twin Tesla Destructors, 3 Tesla Cannons and 4 Gauss Flayer Arrays.
Everything except the Tomb Sentinels have QS, but they can "Deep Strike" instead.

One thing that is lacking is CP, but you will probably only use them for rerolls since this army is immune to morale.

I also added a list where the A barges are replaced. This has the potential to be a better list, at least against none horde armies.
Now I just need to invest in 2 Tomb Sentinels, 2 Tesseract Arks and one more Doomsday Arks to try this out
Spoiler:
Spearhead detachment +1 CP
HQ
Catacomb Command Barge, H Sword, Gauss - 161
Elite
Triarch Stalker, HGC - 181
Triarch Stalker, HGC - 181
Fast attack
Tomb Sentinel, Gloom Prism - 185
Tomb Sentinel, Gloom Prism - 185
Heavy support
Doomsday Ark - 204
Doomsday Ark - 204
Doomsday Ark - 204
Tesseract Ark, Tesla - 246
Tesseract Ark, Tesla - 246

Total 1997 points

This message was edited 1 time. Last update was at 2017/07/04 10:01:36


 
   
Made in no
Grisly Ghost Ark Driver





I think your barges will be fine - your enemy will have his hands full with other more imminent threats, they won't get prioritized.


Automatically Appended Next Post:
Depending on your meta of course, but could this list handle 3 units of 30 ork boyz each?

This message was edited 1 time. Last update was at 2017/07/04 08:28:25


 
   
Made in fi
Freaky Flayed One





torblind wrote:
I think your barges will be fine - your enemy will have his hands full with other more imminent threats, they won't get prioritized.


Automatically Appended Next Post:
Depending on your meta of course, but could this list handle 3 units of 30 ork boyz each?


I think it can handle 30 boyz x3, it has mobility enough to kite them.
3 A Barges gives an average of 24 S7 hits just from the Tesla Destructors.
The army also has a suprising amount of dice to throw against hordes from other weapons.
The Tomb Sentinels, Tesseract Arks and Doomsday Arks also pumps out D6 shots each against large units in addition to the Doomsday Arks Flayer Arrays.
If the local meta would have large horde armies then an alternative would be to equip the stalkers with Particle Shredders.
   
Made in no
Grisly Ghost Ark Driver





Strictly theoryhammering, with 2/3 to wound, 5/6 to not save and 5/6 if he has a Dok nearby to give FnP:




That means the 3 barges will kill 11 boyz a turn. 2 turns of shooting means the first unit of 30 is decimated. But on the 3rd turn you have the other 2 units running over your positions, each model hitting with 5 attacks in CC.

Suppose the rest of the army can lend some firepower, they may be able to handle one more unit of 30, in theory it may be a close call. In practice there are all sorts of things to concider, movement around terrain, low or high advance rolls etc.
   
 
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