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IHateNids wrote:
I meant the Anrakyr model. it was showed in WD, so my mate was saying, and I hoped someone would have a pic of him


Here you go, also from the GW site: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2450296a_99800110017_AnrakyrTraveller01_445x319.jpg
   
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Indiana

Although this combo is very expensive, I have played a few games with it and it has worked quite well(especially for the relic mission)

I run Nemesor with a small unit of immortals with chronotek and veil tek

I run obyron with a large unit of gauss immortals with a chronotek and overlord with weave shifter orb MSS and warscythe.

Nemesor deep strikes in, chrono to land in a pretty good condition. Obyron safe lands, with the overlord with weave on the outside facing my opponent. Very few people really want to charge a unit with obyron and a necron overlord. The unit shoots whatever it is, usually dropping it cause if I have it going against a tank I give the gauss immortals tank hunter. Next turn Obyron and the overlord join together and go wreck face. If I want I have obyron charge a unit that I don't worry about the overwatch, I have seen him eat entire units by himself solo. With the change to power weapons he has become much more powerful since you need an axe or a fist to hurt him and even most ICs dont have to weapon skill to kill him in one round.

edit: Sorry about the poor grammar trying to complete a post before I had to leave

This message was edited 1 time. Last update was at 2012/07/14 00:19:19


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Neorealist wrote:
IHateNids wrote:
I meant the Anrakyr model. it was showed in WD, so my mate was saying, and I hoped someone would have a pic of him


Here you go, also from the GW site: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2450296a_99800110017_AnrakyrTraveller01_445x319.jpg
Thanks. He looks better than I expected

Experience is something you get just after you need it
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Yeah i do enjoy his look too. he is one of the cooler Necron HQs in my opinion so it's nice that they've done him justice.
   
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South Dakota

Leth wrote:Although this combo is very expensive, I have played a few games with it and it has worked quite well(especially for the relic mission)

I run Nemesor with a small unit of immortals with chronotek and veil tek

I run obyron with a large unit of gauss immortals with a chronotek and overlord with weave shifter orb MSS and warscythe.

Nemesor deep strikes in, chrono to land in a pretty good condition. Obyron safe lands, with the overlord with weave on the outside facing my opponent. Very few people really want to charge a unit with obyron and a necron overlord. The unit shoots whatever it is, usually dropping it cause if I have it going against a tank I give the gauss immortals tank hunter. Next turn Obyron and the overlord join together and go wreck face. If I want I have obyron charge a unit that I don't worry about the overwatch, I have seen him eat entire units by himself solo. With the change to power weapons he has become much more powerful since you need an axe or a fist to hurt him and even most ICs dont have to weapon skill to kill him in one round.


Leth,
I really like that unit. I've been using Tesla Immortals with Veilteks since the codex came out, but they always seemed to lack some punch. Overall, I think that I like your arrangement better than Obyron with a unit of Lychguard (as I unusually see). Rather than a veiltek, I'm seeing people propose using a NightScythe for Namesor. It's more expensive, but you could replace the veiltek with a stormtek to wreck the vehicles better.

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Anpu-adom wrote:
Leth wrote:Although this combo is very expensive, I have played a few games with it and it has worked quite well(especially for the relic mission)

I run Nemesor with a small unit of immortals with chronotek and veil tek

I run obyron with a large unit of gauss immortals with a chronotek and overlord with weave shifter orb MSS and warscythe.

Nemesor deep strikes in, chrono to land in a pretty good condition. Obyron safe lands, with the overlord with weave on the outside facing my opponent. Very few people really want to charge a unit with obyron and a necron overlord. The unit shoots whatever it is, usually dropping it cause if I have it going against a tank I give the gauss immortals tank hunter. Next turn Obyron and the overlord join together and go wreck face. If I want I have obyron charge a unit that I don't worry about the overwatch, I have seen him eat entire units by himself solo. With the change to power weapons he has become much more powerful since you need an axe or a fist to hurt him and even most ICs dont have to weapon skill to kill him in one round.


Leth,
I really like that unit. I've been using Tesla Immortals with Veilteks since the codex came out, but they always seemed to lack some punch. Overall, I think that I like your arrangement better than Obyron with a unit of Lychguard (as I unusually see). Rather than a veiltek, I'm seeing people propose using a NightScythe for Namesor. It's more expensive, but you could replace the veiltek with a stormtek to wreck the vehicles better.
The only problem with using a vieltek to re-roll scatter is that you cannot do that, even in 6th. Fleet allows you do do so. The Chronometron does not, and has never allowed you to do that.
   
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Jacksonville, NC

Mmm... I'm gonna try a Triple Court list this coming weekend. Honestly, I'd run Obyron if I had his model (gotta invest in one I reckon) for a third HQ in leu of a Veiltek/Overlord, but hey, gotta deal with what I have.....

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Indiana

I am using it to re-roll one of the d6s in the scatter, not the scatter die or the entire roll. Chronometron works fine for that.

This message was edited 1 time. Last update was at 2012/07/14 00:17:58


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Some Throne-Forsaken Battlefield on the other side of the Galaxy

6th will seriously buff Warriors, and I doubt Scarab Farm will be nearly as good.

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DOOMBREAD wrote:6th will seriously buff Warriors, and I doubt Scarab Farm will be nearly as good.

Even with the fearless bump? Now we can tarpit anything... forever, or as long as needed.

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Gangrel767 wrote:
DOOMBREAD wrote:6th will seriously buff Warriors, and I doubt Scarab Farm will be nearly as good.

Even with the fearless bump? Now we can tarpit anything... forever, or as long as needed.


Until they all die to the S6 Mauls everyone seems to be following in love with .

The removal of Stealth concerns me the most, though the changes to Nightfighting may mitigate that a bit. I think overall I like their new assault movement better.
   
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ShadarLogoth wrote:
Gangrel767 wrote:
DOOMBREAD wrote:6th will seriously buff Warriors, and I doubt Scarab Farm will be nearly as good.

Even with the fearless bump? Now we can tarpit anything... forever, or as long as needed.


Until they all die to the S6 Mauls everyone seems to be following in love with .

The removal of Stealth concerns me the most, though the changes to Nightfighting may mitigate that a bit. I think overall I like their new assault movement better.


I agree, but I find Gauss is more than enough to wreck vehicles. Scarabs got better against vehicles, as when you wreck it, they cannot assault you the next turn. But Scarabs put themselves in a compromising position often.

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Zid wrote:
I agree, but I find Gauss is more than enough to wreck vehicles. Scarabs got better against vehicles, as when you wreck it, they cannot assault you the next turn. But Scarabs put themselves in a compromising position often.


On the flip side though, they absolutely wreck parking lots now. If multi assaulting (and not getting +1 Attack) you need what, 3 Bases to wreck any AV 10 Rear vehicle? 12(2/3)=8{4 Entropic hits} so AV 6...8(1/2)=4 HPs. Thats...pretty frikken awesome. So a unit of 13 (10+ Spyders) could conceivably wreck 4 Vehicles in one turn. Not a whole lot of units in the game that can boast that kind of prowess.

This message was edited 1 time. Last update was at 2012/07/14 03:29:20


 
   
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ShadarLogoth wrote:
Zid wrote:
I agree, but I find Gauss is more than enough to wreck vehicles. Scarabs got better against vehicles, as when you wreck it, they cannot assault you the next turn. But Scarabs put themselves in a compromising position often.


On the flip side though, they absolutely wreck parking lots now. If multi assaulting (and not getting +1 Attack) you need what, 3 Bases to wreck any AV 10 Rear vehicle? 12(2/3)=8{4 Entropic hits} so AV 6...8(1/2)=4 HPs. Thats...pretty frikken awesome. So a unit of 13 (10+ Spyders) could conceivably wreck 4 Vehicles in one turn. Not a whole lot of units in the game that can boast that kind of prowess.


I totally agree, I just feel that scarabs are good at killing mech, but not useful for much else. With the fearless changes foes can charge you to stay tied up for a couple turns so you cannot shoot at them. Course, there's always a bad for a good lol. If scarabs could only kill fliers :(

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Sasori wrote:
They are a lot more killy than Wraiths, but Wraiths are going to be the better choice if you don't want to bring a Destroyer Lord with them. I'd say Wraiths are also a Tad more survivable, with their 3++, but TP are T5, with a 4+ RP, so it ends up being fairly close, Mathwise.



I really like the preats but Iam not fully convinced yet( but want to be ), so:
What is your average Squad size? Always using the RoDs?
And I think you are playing them more defensivly as a counter assault squad?

This message was edited 2 times. Last update was at 2012/07/14 23:27:51


 
   
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Hive2003 wrote:
Sasori wrote:
They are a lot more killy than Wraiths, but Wraiths are going to be the better choice if you don't want to bring a Destroyer Lord with them. I'd say Wraiths are also a Tad more survivable, with their 3++, but TP are T5, with a 4+ RP, so it ends up being fairly close, Mathwise.



I really like the preats but Iam not fully convinced yet( but want to be ), so:
What is your average Squad size? Always using the RoDs?
And I think you are playing them more defensivly as a counter assault squad?


I've been using them offensivly, with a squad size of 5-6. You really need the Dlord to go with them. They can function as a counter-assault unit, it really depends on the rest of your army setup, and your opponent. Proxy them a few times, to see if you end up liking them.

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Sasori wrote:
I've been using them offensivly, with a squad size of 5-6. You really need the Dlord to go with them. They can function as a counter-assault unit, it really depends on the rest of your army setup, and your opponent. Proxy them a few times, to see if you end up liking them.


Pretty solid advice as always.

I've been (stubbornly) sticking with the VB/PC combo, but they basically double as the high AV contingency in my army, so that works pretty well. I run them in a heavy JI list, so I allocate about 800 to 900 points to TPs and Wraiths. I started with 6 TPs, but I've been slowly swapping Wraiths for more TPs. My reasoning is, since I've already bought the Res Orb and the Preferred enemy, each 40 pt TP body is a little better then each ~40 point Wraith body. However I need the Wraiths for WC's and cover walls still, so it's definitely a balancing act.
   
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With all the obsession over the Necron French Breakfast, I think the Ghost Arks have flown under the radar. With the change to rapid fire, 4 hullpoints, 5+ Jink save, and players trying to fit in all the twin-linked Str7 they can to deal with flyers and Rhinos, the Ghost Ark/Warrior Phalanx is really powerful.
   
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Halfpast_Yellow wrote:With all the obsession over the Necron French Breakfast, I think the Ghost Arks have flown under the radar. With the change to rapid fire, 4 hullpoints, 5+ Jink save, and players trying to fit in all the twin-linked Str7 they can to deal with flyers and Rhinos, the Ghost Ark/Warrior Phalanx is really powerful.


I agree. Add in the changes to Night Fighting and you can hang out 6" behind your Phalanx on the flanks and get that cover save to the 3+ range. Pretty bad ass.

Also, Overwatch makes those phalanxes a bit more respectable in CC, and Lords are challenge winners.
   
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Ok, a bit off-topic, but what armies do you think will be good allies for Necrons?

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IHateNids wrote:Ok, a bit off-topic, but what armies do you think will be good allies for Necrons?


Frankly I don't think necrons need any allies. Maybe just for flavor you can take some Tau for long range fire power or maybe orks for just bodies to suck up shots for them.

I can see some syndergy with GK using flamers/incinerators as necrons don't have that much deny cover abilities.

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Haa anyone mentioned that annhilation barges are excellent anty-flyers? Played 2 last game, they killed 2 Vendettas and a Stormtalon. I mean, you roll 8 dices for 2 times, wich means you should get 2 or 3 six, so 6 or 9 hits at ST7, and you can glance them to death. And don't forget the hull mounted Gauss.

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Drew77 wrote:Haa anyone mentioned that annhilation barges are excellent anty-flyers? Played 2 last game, they killed 2 Vendettas and a Stormtalon. I mean, you roll 8 dices for 2 times, wich means you should get 2 or 3 six, so 6 or 9 hits at ST7, and you can glance them to death. And don't forget the hull mounted Gauss.


I'm pretty sure I'd rather take the underslung tesla cannon. I mean, if you're going flyer hunting I'd rather have a 1/18 chance to have 3 str 6 shots and 3 chances to glance av 12 on a 6, than have a 1/18 chance to have a str 5 hit that has one chance to glance AV 11-14.
   
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Indiana

Yea I am having fun with ork allies. They are a nice source of cheap/durable scoring units. Will probably have to work in a annihilation barge for the anti-flyer capabilities(didn't really like them before, mainly cause people were spamming them)

I was thinking that a warboss with meganobz in a battle wagon would be a pretty solid offensive unit/great scoring unit. Even have the meganobz disembark and have the battlewagon deffrolla around and the warboss goes boarding planking.

Lots of combos abound. Also took a dakkajet, it was really nice in the necron army. The turn it wagghhhhs it just removes something

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Lord of the Fleet





Texas

Yea, Crons are probably the army with the least need for allies. Unless you want some artillery or something

With all of the fun with Doomscythes, is barge spam not as viable anymore? Thinking of running a silly list with 6 A. Barges

Spoiler:
160-Necron Overlord: Warscythe, Mindshackle Scarabs, Phase Shifter
80-Catacomb Command Barge: Gauss Cannon
160-Necron Overlord: Warscythe, Mindshackle Scarabs, Phase Shifter
80-Catacomb Command Barge: Gauss Cannon
100-Royal Court: 4 Crypteks with Voltaic Staff
100-Royal Court: 4 Crypteks with Voltaic Staff
130-Necron Warriors (10)
100-Night Scythe
130-Necron Warriors (10)
100-Night Scythe
130-Necron Warriors (10)
100-Night Scythe
130-Necron Warriors (10)
100-Night Scythe
90-Annihilation Barge
90-Annihilation Barge
90-Annihilation Barge
90-Annihilation Barge
90-Annihilation Barge
90-Annihilation Barge

1960


*Yes I realize I still need 40 points somewhere

Barges try to tesla zap any infantry and the night scythes drop in warriors with 2 voltaicteks each to glance vehicles to death. Though all the barges will drop like flies when serious anti tank/blasts hit them

This message was edited 2 times. Last update was at 2012/07/15 22:09:31


 
   
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I reckon that'll be hilarious. As for 40 pts, put a lightning field on two of the Volteks, that way at least two of the Warrior squads have a small amount of assault defence, in addition to Overwatch. that'll leave 20 points for a T-Lab on one of the overlords, then he can go MC hunting.

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Italy

tautemplar wrote:
Drew77 wrote:Haa anyone mentioned that annhilation barges are excellent anty-flyers? Played 2 last game, they killed 2 Vendettas and a Stormtalon. I mean, you roll 8 dices for 2 times, wich means you should get 2 or 3 six, so 6 or 9 hits at ST7, and you can glance them to death. And don't forget the hull mounted Gauss.


I'm pretty sure I'd rather take the underslung tesla cannon. I mean, if you're going flyer hunting I'd rather have a 1/18 chance to have 3 str 6 shots and 3 chances to glance av 12 on a 6, than have a 1/18 chance to have a str 5 hit that has one chance to glance AV 11-14.


Yep, but Gauss cannon are AP3, and once the flyers are gone, marines & friends won't love them, don't you agree?

Macok wrote: vote for psyker Platypus. Perfect creature of the warp.
I mean egg-laying, venomous, duck-billed, beaver-tailed, otter-footed mammal? Even Tzeentch was like

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ShadarLogoth wrote:
Halfpast_Yellow wrote:With all the obsession over the Necron French Breakfast, I think the Ghost Arks have flown under the radar. With the change to rapid fire, 4 hullpoints, 5+ Jink save, and players trying to fit in all the twin-linked Str7 they can to deal with flyers and Rhinos, the Ghost Ark/Warrior Phalanx is really powerful.


I agree. Add in the changes to Night Fighting and you can hang out 6" behind your Phalanx on the flanks and get that cover save to the 3+ range. Pretty bad ass.

Also, Overwatch makes those phalanxes a bit more respectable in CC, and Lords are challenge winners.


In the 1500 point Mirror match I played last week, his one Ghost Ark was his Star Unit. Not only did it guard his scoring units until it was time to grab the objectives, but it also put out a lot of fire. We almost need to stop thinking of the Ghost Ark as transport and more of a light tank. I mean... it has an awesome volume of fire (which can head at up to 3 different targets each turn!) Plus it's very survivable, even against other Necron players.

This message was edited 1 time. Last update was at 2012/07/15 23:03:13


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It always has been a light tank. Hijack it for a Court full of LanceTeks, with some Warriors nearby to get repaired/take the assaults. Bingo

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i ran a sqsuad of GK termies with libby attached as allies for my crons....they just rocked. - game was vrs orks, and those termies pretty much killed the entire ork army single handed. they did loose almost the entire squad...but still. they just WTHROFLPWNED whatever they looked at.

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