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Made in fi
Twisted Trueborn with Blaster




Tapiola

Here is a list that sacrifices 4 warriors, thus having to divide into only 3 squads, and gets rid of most of the fat on the Lord, gaining two tomb spyders.



Deciever @ 300pts.

Lord with Destroyer Body, Warscythe, Ressurection Orb @ 180pts.

12 Warriors @ 216pts.

12 Warriors @ 216pts.

12 Warriors @ 216pts.

3 Scarab Swarms @ 36pts.

3 Scarab Swarms @ 36pts.

3 Scarab Swarms @ 36pts.

3 Tomb Spyders @ 165pts.

2 Tomb Spyders @ 110pts.

Monolith @ 235pts.

This message was edited 1 time. Last update was at 2010/12/12 19:31:17


   
Made in fi
Andy Chambers






Tampere

Played this list today, and I can safely say that t1 assaulting scouts DO NOT kill squads of 10 warriors.

Sorry Flingitnow =(

"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"

EUROCHEESE - You can smell it.

 
   
Made in fi
Twisted Trueborn with Blaster




Tapiola

How many of you guys have tried Nightmare Shrouds on your destroyer lords? I know Fritz praises it, but not sure myself. I thought I'd start playtesting it in a list like this (10 points to spare)

Deciever @ 300pts.

Lord with Destroyer Body, Warscythe, Ressurection Orb, Nightmare Shroud @ 210pts.

12 Warriors @ 216pts.

12 Warriors @ 216pts.

10 Warriors @ 180pts.

3 Scarab Swarms @ 36pts.

3 Scarab Swarms @ 36pts.

3 Scarab Swarms @ 36pts.

3 Tomb Spyders @ 165pts.

2 Tomb Spyders @ 110pts.

Monolith @ 235pts.

   
Made in us
Shrieking Guardian Jetbiker






I have throughly tested and re tested the Nightmare shroud lord build fritz advocates

I found it lack luster, it absolutely derails some armies but others its a wasted use of a lord. Its so hit or miss that I would have a really hard time calling it viable

I don't use it anymore in favor of a more offensively oriented lord backed by large scarab swarms

2k
2k 
   
Made in hr
Deranged Necron Destroyer





Zagreb

I tried some time ago same lord, and must say it really depends on enemy... Against high ld armies it's just bad, and I don't like that... I too play offensive lord with cc power instead...

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination. 
   
Made in gb
Tower of Power






Cannock

Jabbdo wrote:Played this list today, and I can safely say that t1 assaulting scouts DO NOT kill squads of 10 warriors.

Sorry Flingitnow =(


I could have told you that

A list I played against recently was something like this:

Destroyer Lord - warscythe, phase shifter & res orb

Necron Lord - res orb

10 x Warriors

10 x Warriors

10 x Warriors

3 x Wraiths

10 x Scarab Swarms w/ dis fields

10 x Scarab Swarms w/ dis fields

Monolith

Monolith

Now that list I found more of a challenge than people say about Necrons. The D-Lord was highly annoying, but fire power can bring it down. The other Lord was useful and slayed several Marines. Warriors made phase out tougher with being loads of them, I think there might have been 40 actually and with all 40 around a res orb things start getting tough - they even get back up from power weaps and double strength then too so that's out the window of keeping them down. Wraiths didn't do nothing. Scarabs were annoying tying up squads and disarming vehicles, glancing on a 6+ to hit is nasty. Monoliths act as good screens and asborb fire power, good for pulling units through and doing WBB re-rolls.

Personally I'd go:

Destroyer Lord - phase shifter, warscythe & phlatency

Necron Lord - res orb & veil of darkness

10 x Warriors

10 x Warriors

10 x Warriors

10 x Warriors

10 x Scarab Swarms - dis fields

10 x Scarab Swarms - dis fields

10 x Scarab Swarms - dis fields

Monolith

Monolith

3 x Heavy Destroyers

I've not check points but got res orb to keep Warriors alive, D-Lord doesn't need one as tank hunting with the Scarabs and not a support unit. Bucket load of Warriors for the phase out number. Loads of Scarabs to tie up opponents and glance vehicles. Monoliths act a LOS blockers hiding Warriors behind, teleport through into rapid fire range or unleash particle whip - H-Destroyers give a little long range fire support.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Fresh-Faced New User




I like this list its really difrent im not sure about the spiders but if they work for you ok. I really think people have forgoten what 10 or 12 warriors at dobbole tap range can do. one other thing im not sure about is the small scarab swarms may be make them in to 5 man units.
   
Made in fi
Twisted Trueborn with Blaster




Tapiola

Played the 'boogey man'' build (the one with nightmare shroud) twice today. The other was against Orks. He was a younger less experienced player, but I won. He had gazzy, warboss, two squads of foot nobs and something like 60 boys and 20 grots. Nightmare shroud didn't do much in that game, since my lord was mainly just hanging out with the warriors.

Other game was against double TWC. The player was a friend of mine, a very good player I might add, and we played a draw. The nightmare shroud was a lot more useful, with all the ld8 running around.

I think I need to keep on trying it. The nightmare shroud does drop into a nice 'niche' in the list, but its effectiveness is so random, and it's 30 points.

   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

I would run:

Lord w/ Res Orb+ Veil of Darkness and Warscythe= 210

Immortals x10= 280

Warriors x10= 180
Warriors x10= 180

Destroyers x5=250
Destroyers x5=250
Destroyers x5=250

Tomb Spyders x2 and fill w/ 2 Warriors
OR
Tomb Stalker (if allowed)

Fast list w/ lots of firepower. Phase out is 11 left. 12 if you take the Tomb Spyder option. Res Orb and T5 Immortals is annoying. As well as T5 Destroyers.

I love the new Tomb Stalkers and will be getting a pair. They are large allowing cover for Warriors and nasty in combat as well as relatively hard to kill.

This message was edited 1 time. Last update was at 2010/12/16 18:47:13


 
   
Made in us
Shrieking Guardian Jetbiker






What is the official ruling on the tomb stalker?

Just a forge world model and rules or are their multiple rule sets being tested at the moment. Ive seen the FW model and rules but are some allowing it in normal 40k?

2k
2k 
   
Made in gb
Sadistic Inquisitorial Excruciator






The Midlands

Well, the rules are no longer under the 'experimental' section so I beleive they are the ones.

For those that don't know, here is a link:
http://www.forgeworld.co.uk/Downloads/Product/PDF/t/tstalker.pdf

Even though it says experimental.

This message was edited 1 time. Last update was at 2010/12/16 19:38:51


 
   
Made in fi
Twisted Trueborn with Blaster




Tapiola

Yea tomb stalkers are forge world units, which means that they are rarely allowed at tournies, and I'd rather play even friendly games without baneblades tbh.

There isn't anything wrong with your list phantommaster. It's just that I don't believe in Destroyer Wing, and really enjoy my own list.

   
Made in fi
Twisted Trueborn with Blaster




Tapiola

Ok, got a full length game in with my crons against Jabbdo's 25 th/ss termie madness -list. I lost 10-7 on killpoints, but I'm actually pretty proud of my robots. My deciever blew up on t1, and that left me with very few means of destroying all those termies coming at me. In the end it required loads of tomb spyders and fleeing away with the monolith's portal to keep me in the game, but all those Tomb spyders were single kill points, and those losses added up fast.

Overall, I think the list performed fairly well. Had my deciever not died (he charged a termie group, but Jabbdo, that bugger, rolled 11/14 hits and seven wounds on me, I failing 4 wounds and the final wound througha single fearless save) I think I would have had a better chance. Nightmare shroud ran one scout squad off the board, but the lord died and failed wbb, so it only ended up being a 1-1 killpoint exchange. The Nightmare shroud is still a question mark, since I haven't really played against a proper mech list, but I'm liking it.

   
Made in fi
Major




haizelhoff wrote:Yea tomb stalkers are forge world units, which means that they are rarely allowed at tournies, and I'd rather play even friendly games without baneblades tbh.
how taking FW units is related to baneblades?
   
Made in fi
Twisted Trueborn with Blaster




Tapiola

Devastator wrote:
haizelhoff wrote:Yea tomb stalkers are forge world units, which means that they are rarely allowed at tournies, and I'd rather play even friendly games without baneblades tbh.
how taking FW units is related to baneblades?


I'm not saying, taking the tomb stalker is the same thing as taking a super heavy vehicle, but IA units are not designed to be balanced, they are designed to be fun/cool/entertaining. Nothing wrong with that, if you like it, but both players have to know about that, and agree upon it.

   
Made in fi
Twisted Trueborn with Blaster




Tapiola

Well I've had my thinking cap on for quite some time with this army and here is a new version. Same theory: infantry suppress with gauss, MCs destroy tanks in CC and tarpit infantry, monolith supports and the scarabs contest. This list goes down to 20 warriors (see even I can do it) and takes 2x5 immortals. The list gains some firepower at 24'', can move around more, and can fire at more targets. I lose a couple of necron models.

Lord with Destroyer Body, Ressurection Orb, warscythe @ 180pts.

Deciever @ 300pts.

5 Immortals @ 140pts.

5 Immortals @ 140pts.

10 Warriors @ 180pts.

10 Warriors @ 180pts.

3 Scarab Swarms with disruption fields @ 36pts.

3 Scarab Swarms @ 36pts.

3 Scarab Swarms @ 36pts.

3 Tomb Spyders @ 165pts.

2 Tomb Spyders @ 110pts.

Monolith @ 235pts.

   
 
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