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![[Post New]](/s/i/i.gif) 2008/07/24 08:18:26
Subject: 1750 Necrons
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Fixture of Dakka
.................................... Searching for Iscandar
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Enough shooting to torrent of fire squads with the Immortals.
The heavy D's can kill vehicles.
The Warriors sit back and guard your objective, and screen the Immortals and Heavy D's from heavy fire. They can help finish off weakened squads, but don't get aggressive with them or they will just get shot away.
The lord is flexible enough and against enemy vehicles like Leman Russes, he rips them up in CC.
Then you have all the scarab swarms. Zoom forward, enjoy a 3+ cover save, laugh, and against certain armies ( IG, Tau) you can smush the crap outta 'em turn 2 and they can't do anything about it.
You can really overload vehicle armies and with this many scarabs (and that lord) you can toss even a strong castle into fits. It's just crazy how many attacks you get. Even Orks are impressed.
1750 Pts - Necrons Roster
1 Lord @ 140 Pts
WarScythe; Destroyer Body
1 Destroyer Body @ [30] Pts
5 Immortals @ 140 Pts
Gauss Blaster
5 Immortals @ 140 Pts
Gauss Blaster
5 Immortals @ 140 Pts
Gauss Blaster
12 Warriors @ 216 Pts
Gauss Flayer
12 Warriors @ 216 Pts
Gauss Flayer
9 Scarab Swarms @ 108 Pts
8 Scarab Swarms @ 128 Pts
Disruption Field
8 Scarab Swarms @ 128 Pts
Disruption Field
2 Heavy Destroyers @ 130 Pts
Heavy Gauss Cannon
2 Heavy Destroyers @ 130 Pts
Heavy Gauss Cannon
2 Heavy Destroyers @ 130 Pts
Heavy Gauss Cannon
Total Roster Cost: 1746
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![[Post New]](/s/i/i.gif) 2008/07/24 13:49:14
Subject: Re:1750 Necrons
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Tough Tyrant Guard
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Get the sports bat out asap... cookie cutter list with out a theme.
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Biomass
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![[Post New]](/s/i/i.gif) 2008/07/24 15:48:30
Subject: 1750 Necrons
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[DCM]
Sentient OverBear
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So, are you trying to follow suit with a "comment without a point?"
If you're going to take shots at something, please be polite and offer constructive criticism.
Fresh starts, people, fresh starts.
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DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++
Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k. Rule #1 - BBAP
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![[Post New]](/s/i/i.gif) 2008/07/24 16:21:07
Subject: 1750 Necrons
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Longtime Dakkanaut
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Looks solid Stelek, good starter army too. My son's getting into 'crons and this would be a good list for him. It's simple yet flexible. Mobile firepower from the destroyers and a good firing line with the warriors. Scarabs do most of the footwork and take out tanks. Warriors aren't that mobile to take objectives, but 5ed seems to be more about contesting. Of course, if the scarabs and destroyers have cleaned house, it wouldn't matter much... Easy to upgrade by adding units to the squads. I like it.
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What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money
"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell
DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+
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![[Post New]](/s/i/i.gif) 2008/07/24 16:49:42
Subject: 1750 Necrons
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Fixture of Dakka
.................................... Searching for Iscandar
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Until they get a Codex revamp, I really don't see most of the old standby Necron lists being any good in 5E.
Warrior mobility (well, the lack thereof), the new CC system making them run away and get cut down by almost everyone and their mother, and the scoring system requiring troops (who are a severe liability in a Necron army) just made me wonder how to field even a 'fun' Necron army let alone a competitive one.
A distinct lack of templates and very expensive (and inadequate) blasts means you have to torrent everyone down. 28 point models with 2 shots does not exactly impress when everyone has a 4+ save against you.
With Scarabs getting a +2 to their save when zooming, I think they are really the only Necron unit that got substantially better. So, I think Scarabs are their only hope.
You can run the tri list (3ximmortals, 3xdestroyers, 3xheavy destroyers) but you can't kill some armies now...and they don't even have to phase you anymore to win, so...
Well enough rambling. I'm afraid of scarab heavy armies. They can really just shut down shooting armies much better than almost anyone else. Killing 90 3+ cover save wounds in a turn is really just ridiculous. Even just 75 is ridiculous. Everything else the Necrons can field, I don't really care about. Yes, a tri-Mono warrior army is annoying, but can it win reliably? Or just not lose to shooting armies? Lots of CC armies will stuff your face in for your trouble...
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![[Post New]](/s/i/i.gif) 2008/07/24 17:02:23
Subject: 1750 Necrons
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Banelord Titan Princeps of Khorne
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You have very little necrons and not a single res orb. Do you think the scarabs have enough umph to stop a close in rapid fire rhino or drop pod rush? Baring the cover save, marines can just charge you and run you off.
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![[Post New]](/s/i/i.gif) 2008/07/24 17:14:53
Subject: 1750 Necrons
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Fixture of Dakka
.................................... Searching for Iscandar
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whitedragon wrote:You have very little necrons and not a single res orb. Do you think the scarabs have enough umph to stop a close in rapid fire rhino or drop pod rush? Baring the cover save, marines can just charge you and run you off.
Wow one sentence and like 6 questions. Skill. lol
Ok let's see:
Necron Immortals and Destroyers need a res orb against Tau Rail Rifles and Vindicators. What else? The Vindicators should never fire, and the Taul Rail Rifles should get punked by the heavy destroyers.
Since you can't res orb scarabs, and the Warriors won't be doing most of the damage--who cares if the other guy fires his 6 lascannons a turn at the Warriors?
6 shots @ BS4 = 4 hits. Go to ground, maybe? Lose 1 Warrior? Seems a fair trade. That's why there are 12 of them, so even with a bad turn they won't just run away.
Yes, you can torrent the Warriors for a single turn with your heavy bolters and autocannons...but should you?
Those Immortals and Heavy Destroyers are there to stop threats the Scarabs cannot deal with easily.
I'd say if the Scarabs are zooming, it's turn 1, yes? If you have a Rhino army, no matter which way you cut it...I am going to stop my Scarabs 18" away.
Now you have a choice. Move forward to shoot me (and with a 3+ cover save and 3 wounds apiece and only 1 special weapon...well, good luck with that kind of shooting).
Or sit back and wait for me to assault. I think everyone will move up and fire.
Doesn't that help this army? Unless you are ALL mobile (and no matter how often I say go all mech or all foot, people still bring split armies) then I've split your army into two pieces.
The part that is going to take all of my shooting followed by an assault...and the part that's sitting back and shooting at T5 guys with a 3+/4+/4+...or flailing away at Warriors, who are there to allow players to make the wrong choice and try to torrent them down.
Guaranteed second turn assault. It's a doozy if you get to go first.
Even my horde of foot Sisters (the one with 120 of them) would have a hell of a time stopping this.
I can think of a handful of units that can kill 2 or 3 BASES per turn, but if you only get one...I dunno, it's not like it's all powerful, they are just swarm units after all, but the stuff they can do to you...it's crazy good.
I thought one or two units, like 10-15 scarab bases...was good during playtesting. 30 bases...now that's GOOD.
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![[Post New]](/s/i/i.gif) 2008/07/24 18:21:10
Subject: 1750 Necrons
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Banelord Titan Princeps of Khorne
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Stelek wrote:Wow one sentence and like 6 questions. Skill. lol
BOW DOWN!
As for the scarabs, I think you're neglecting the how bad assault is now. A unit charging the scarabs needs only to make them run away, and then they can break through to your other stuff. They also aren't getting a superbad cover save if they are stuck in CC. I just don't think you have enough necrons. You only have 15 immortals, and the Necron warriors are scoring to the last man, so why wouldn't you want to keep them around as long as you can. Also, if they are going to ground, they aren't doing anything in the next turn if I understand the rule correctly.
I would turn the 3rd squad of Heavy D's into more immortals, and I would definetely try to find a place to get a Veil in there somewhere, or even a monolith. The ability to suck the necrons out of HTH and redeploy is just too valuable.
Also, since you're going to be using the Scarabs to tarpit stuff in CC, I don't think the disruption fields are all that useful for them.
So, I would increase the number of immortals, use less heavy D's, and drop the disruption fields from the scarabs. I would also try to fit a VOD/Res Orb lord in, but I don't know if that would be in addition to or instead of the Destroyer Lord. The poor destroyer lord is going to be on his own alot, and able to be targeted, unless he's sitting babysitting Heavy D's, which kinda defeats the purpose of having him. He's almost better off tank-hunting by himself with the warscythe, as he's really not going to blunt an assault against dedicated assault troops all by himself. Hell, it may not be a bad idea to give him a res orb.
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This message was edited 1 time. Last update was at 2008/07/24 18:21:38
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![[Post New]](/s/i/i.gif) 2008/07/24 18:39:43
Subject: 1750 Necrons
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Regular Dakkanaut
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I like this list. It's making me consider selling my 8 destroyers and rebuying some immortals for anti-infantry. If I had my way, scarabs should be troops. I'm not a fan of the destroyer lord, would prefer a regular lord with orb sitting in a warrior unit, but I guess you need the AT.
My experience with 5th has been terrible so far. Initiative 2 is unbelievably awful when you lose a combat (it's beyond me why necrons aren't fearless). I've lost the last 2 games to phase out because my warriors rolled terrible leadership and gotten run down by initiative 3+. I'm going to try a new tactic before I switch to a list similar to this, and just keep my warriors back until I can pop all of the tanks and heavy hitters, and then hope I have enough turns to take a few objectives and turbo-boost-contest the rest.
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![[Post New]](/s/i/i.gif) 2008/07/24 18:44:59
Subject: 1750 Necrons
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Regular Dakkanaut
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whitedragon wrote:Stelek wrote:Wow one sentence and like 6 questions. Skill. lol
BOW DOWN!
As for the scarabs, I think you're neglecting the how bad assault is now. A unit charging the scarabs needs only to make them run away, and then they can break through to your other stuff. They also aren't getting a superbad cover save if they are stuck in CC. I just don't think you have enough necrons. You only have 15 immortals, and the Necron warriors are scoring to the last man, so why wouldn't you want to keep them around as long as you can. Also, if they are going to ground, they aren't doing anything in the next turn if I understand the rule correctly.
I would turn the 3rd squad of Heavy D's into more immortals, and I would definetely try to find a place to get a Veil in there somewhere, or even a monolith. The ability to suck the necrons out of HTH and redeploy is just too valuable.
Also, since you're going to be using the Scarabs to tarpit stuff in CC, I don't think the disruption fields are all that useful for them.
So, I would increase the number of immortals, use less heavy D's, and drop the disruption fields from the scarabs. I would also try to fit a VOD/Res Orb lord in, but I don't know if that would be in addition to or instead of the Destroyer Lord. The poor destroyer lord is going to be on his own alot, and able to be targeted, unless he's sitting babysitting Heavy D's, which kinda defeats the purpose of having him. He's almost better off tank-hunting by himself with the warscythe, as he's really not going to blunt an assault against dedicated assault troops all by himself. Hell, it may not be a bad idea to give him a res orb.
Heavy D's are necessary with a list like this. You need reliable AT. As for scarabs, they are fearless and do not run away. The benefit of having so many is that you can hopefully win combat vs MEQs/ PMs in order to make them break, because scarabs will not last long if you are losing a combat by 3-4 wounds. Too bad they aren't troops....
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![[Post New]](/s/i/i.gif) 2008/07/24 20:04:57
Subject: 1750 Necrons
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Fixture of Dakka
.................................... Searching for Iscandar
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The disruption fields are so you are able to take out mechanized army lists en masse.
I think it's worth the small points to drop 8 vehicles a turn.
As has been pointed out, Scarabs are fearless (like all good mindless swarms).
No one should need to be sucked out of CC, if you've gotten into CC with your non-scarab units....you've made a serious mistake, or you never had a chance in the first place.
The Scarabs are not there to tarpit anything in CC. They are there to win combat. You might not think a whole lot about 70 CC attacks, but I know of several marine players who huddle their squads together to beat off the scarab rush.
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![[Post New]](/s/i/i.gif) 2008/07/24 20:32:18
Subject: 1750 Necrons
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Banelord Titan Princeps of Khorne
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This is in response to the Scarab's winning CC.
They are WS3 S3 right? I2? Against a standard ten man squad? (which will be the staple in the new rules probably)
1/2 (to hit) * 1/3 (to wound) * 1/3 (failed saves) = .05 wounds x 70 ~ 3.8 dead marines
The marines would actually strike first
2/3 (to hit) * 2/3 (to wound) * 2/3 (failed save, scarabs have 5+ i think) = .29 wounds x 10 = 2.9 wounds
So the scarabs win by 1, and the marines ATSKNF gives them No Retreat, meaning they will suffer 1 additional wound, (because outnumbering counts for nothing except how many wounds you lose combat by) and that's assuming they even fail their morale check in the first place.
So with 70 attacks, you have barely beaten 10 marines. Oh and to get 70 attacks, you have to bring TWO of your scarab swarms right? Even with the new counter-attack, will 18 swarm bases be able to all be within two inches of marines?
So now you're going to say that most marine players use 5 man teams. Well, just half the numbers, and the single swarm of 9 scarab bases still won't do the job against the marines, and there is no way you'll be able to get all 18 bases to attack a 5 man squad. And we haven't even considered a powerfist or powerweapon in there.
Against anything else that has even meager CC ability will fare much better as well, so I'm not sure how you think the scarabs will be running over anything? And this math is all off the top of my head, so please feel free to correct any of my calculations. I may have made a mistake, so that could factor into why I disagree with your findings.
EDIT: I'm pretty sure scarabs are 3 attacks a piece, so that would be 4 on the charge. You only have a 9 man, and 2 8 man squads, so on the charge, thats 36, 32 and 32 attacks, so I'm not sure where you got the 70 from. Also note that if the scarabs don't charge, they are much worse off against regular marines, but they probably won't be destroyed completely in the first round, which would be good for the marines not wanting to be shot.
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This message was edited 1 time. Last update was at 2008/07/24 20:34:26
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![[Post New]](/s/i/i.gif) 2008/07/24 21:35:40
Subject: Re:1750 Necrons
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Screeching Screamer of Tzeentch
hole in the ground
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your troops are your primary assault vehicle, which leaves only one scoring unit. You can't win in 2/3 of the scenarios set up like this. Your necron count is at 45 which phases at 12 models.
yes the thought of that many scarabs is frightening, but if they lose combat a full third of them are gone. Add to that they have no killing power.
I take it you are relying on the scarabs to tie down fire lanes so that your immortals can sweep in and reinforce them?
I love the concept, but I cant see it working beyond the first round without an orb or some spiders. let us know how it works out for you.
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![[Post New]](/s/i/i.gif) 2008/07/24 22:57:22
Subject: Re:1750 Necrons
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Tough Tyrant Guard
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Iorek
Hell ya I am...
There is not much you can say about a list that looks solid. You could but then you might be changing the over all theme/idea. Though I just wanted to chim in with something to poke at Stelek, not that it matter though as the list is solid.
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Biomass
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![[Post New]](/s/i/i.gif) 2008/07/25 00:03:09
Subject: 1750 Necrons
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Fixture of Dakka
.................................... Searching for Iscandar
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Whitedragon:
They aren't the end of the earth by any means.
However, the new roid rage for marines is 5 man combat squads.
Those are the kind of units you go after with scarabs.
You only charge a gunline if you can win. IG and Tau have a terrible time killing scarabs.
Against Marines, you throw them all into a flank.
I am pretty sure I mentioned the Lord goes with the Scarabs in such a situation. He's the one that tilts the combat results in your favor by killing a couple of marines.
Will the marines likely escape? Certainly. That's the point. You WANT the marines to escape. They cannot rally if you are near, and you should be. No consolidating into combat, right? Let them run, and fire what they can at your scarabs.
If you think of scarabs like gunfexes versus vehicles--are you really trying to kill the vehicles, or just turn them off for a turn? That's all you want from scarabs.
Can a entire point army dump all it's firepower into a boosted scarab horde and do diddly? YES. That's the whole point. Necrons have a hell of a time shooting people to death because of the 4+ cover saves, so you have to pull people out of their cover and get them to shoot at something besides your Immortals and Heavy D's.
5E effectively ends the game at turn 5. The first turn is completely changed.
This means for Necrons that you really only have 3 or 4 turns of firing back and forth before the other guy moves out to claim objectives.
If it's a CC army, you can castle up and throw everything at his army and still have the scarabs to hold him off at the end; something Necrons without Scarabs fold to every single time.
Play any assault army, and see how poorly you do without Scarabs.
Turn 2 assaults are now the norm, not the extreme, after all.
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![[Post New]](/s/i/i.gif) 2008/07/25 03:18:22
Subject: 1750 Necrons
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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Scarabs don't get a 3+ save when they Turbo Boost.... They get a 2+ save, as they are a Swarm after all and benefit from +1 to their Cover Save rolls.
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![[Post New]](/s/i/i.gif) 2008/07/25 05:17:18
Subject: 1750 Necrons
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Fixture of Dakka
.................................... Searching for Iscandar
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Please read the rules again, Aduro.
They get a 3+ cover save.
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![[Post New]](/s/i/i.gif) 2008/07/25 05:19:21
Subject: 1750 Necrons
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Regular Dakkanaut
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Well the Turbo Boost save is an invulnerable save isn't it?
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![[Post New]](/s/i/i.gif) 2008/07/25 07:18:48
Subject: 1750 Necrons
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Foolproof Falcon Pilot
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Lol if anyone takes 3 hellhounds agaisnt this list but *shrug*.
I find it funny that scarabs can't claim objectives being troops but can deny them so they still have some good utility in that sense. All in all necrons are hard to play with as you gotta rely on enemy failed saves which can be frustrating for both players =( and I;d imagine monoliths really being important to supplement the reliance on troops (ie warriors) to score now.
Seeems like necrons can be a good stalemate type army to play these days if you like shooting (notice the pun) for tactical draws!
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Jesus Christ changed my life, He can do the same for you!
My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/
My WIP Tyranid Fandex:
http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 |
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![[Post New]](/s/i/i.gif) 2008/07/25 10:05:47
Subject: 1750 Necrons
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Fixture of Dakka
.................................... Searching for Iscandar
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It is, but swarms are not allowed to improve a turbo boosted cover save.
GW did listen when bull was called on that one.
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![[Post New]](/s/i/i.gif) 2008/07/25 11:11:33
Subject: 1750 Necrons
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Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
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Where does it say that?
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