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Made in us
Grisly Ghost Ark Driver





NC

JUst a quick Idea I had for a list with some Monoliths and the Nightbringer.

HQ:

Night Bringer

Troops:

10 warriors
10 warriors

Elites:
10 immortals
10 immortals

Heavy Support:
Monolith
Monoith

Do you guys think this could work? Or am I better off with another squad of warriors and a Lord with Orb instead of the Nightbringer?

Falcon Punch!


 
   
Made in gb
Thunderhawk Pilot Dropping From Orbit





another 10 warriors and a lord with orb, all your oponent would have to do is drop a pie plate on your warriors and its phase out time.

H.B.M.C. wrote:A competative gamer writes a list to win a game.

A casual gamer writes a list to win a game and then pretends he didn't.


Started my Salamanders army


 
   
Made in ca
Charging Wild Rider





Canada

Yhaaa.. also the night bringer is weedy.. Don't use it you'll never get any sports points.

Also bring more warriors

Never say die! Never surrender!

LunaHound wrote:Woo thats a good looking Pedo

DA:80S++G++M++B+I++Pw40k95#+D+A++/swd100R+++T(M)DM+

 
   
Made in gb
Morphing Obliterator





Golga wrote:Yhaaa.. also the night bringer is weedy.. Don't use it you'll never get any sports points.

Also bring more warriors


so you cant use a model that is in the codex, to which you may give no extra options, because you may not get many sports points? man soft scores are rubbish. next youll turn round and say i cant take big mobs of ork boyz.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

The reason you don't take the nightbringer:

1) People ding your comp scores for no reason

2) Its horrible rules wise

3) It can be completely negated merely by walking away from it



As to the army itself:

Incredibly low phaseout number due to the inclusion of several high point models that don't count towards the phaseout limit.

You need more warriors essentially, drop the nightbringer, get an orb lord and some warriors, and possibly a veil of darkness on the lord to pop around the board if needed.

   
Made in us
Grisly Ghost Ark Driver





NC

This is kind of off Topic, but I would definitely disagree with your statements on the Nightbringer. Yes, it will lower comp score, but It is by no means Horrible, and in 5th edition with Run it most certainly cannot be ignored by moving away from it. It is a game breaking unit that some Necron lists can use very effectively.

Falcon Punch!


 
   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

Use it if it works for you, but for me, I rejoice when my opponent brings one, as I know the most I'll be dealing with is a 24 inch lascannon every turn.


Keep in mind, it can run now, but so can all of its targets

What changed?
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

The only thing I don't like about this list is that it hinges on the Nightbringer. If you go up against dedicated assault armies without the NB (say he gets dropped by rending AC, for example), you're done. If you go up against an IG gunline from hell (say the NB gets shot to death early on), you're done.

Otherwise, I see this as a very scary list. Any army that can't field multiple Str10 weapons to drop the Monoliths and/or the Nightbringer is going to be in for a hard fight.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in jp
Hurr! Ogryn Bone 'Ead!




I haven't played against the Night Bringer before but from the necron opponents I have played the tactic to fighting you will simply be ignore it and make you phase out.
Killing 30 Necrons with out the res-orb to protect them is easy. especialy at 1750. The monaliths will help your troops survive but with out a resorb the low count 10 man squads will fall quick particularly against any assault unit so now they are falling back. and easily below half strength.

If you really like the Nightbringer i'd drop one Immortal squad and buy a lord with res-orb then beef up the troop squads.

A Dark Eldar army would drop a squad per turn with dark lances alone not counting an assault from an Incubi retinue.

This message was edited 1 time. Last update was at 2008/11/26 00:36:16



 
   
Made in us
Grisly Ghost Ark Driver





NC

So, does this look any better?

HQ:
Lord w/ res orb

Troops:
11 warriors
10 warriors

Elites:
9 immortals
9 immortals
9 immortals

Heavy support:
Monolith
Monolith

Falcon Punch!


 
   
Made in us
Willing Inquisitorial Excruciator




Falls Church, VA

Looks nice, I like it!

Monoliths can port in or just walk on, lots of nice strong 24 inch fire from the immortals, and a couple warrior squads.

Everything should stay within the res orb range and it should be a pretty hard list.

49 Necrons means they'll have to get you below 11 or 12 guys, which will be quite hard and probably means you've lost anyhow.


If you could, the only thing I'd say to try and find points for is a veil of darkness on the lord, so that way your relatively slow moving army can snatch an objective in the later turns.
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

Better, I think.

Not as much attention drawn to the Infantry -- your opponent will likely waste firepower failing to drop the Monoliths, leaving your Warriors and Immortals free to throw Gauss downrange.

One minor tweak -- would you consider dropping that one Warrior in the 11-man squad to give your Lord Warscythe or Phylactery? Both upgrades would be very JIC (Just In Case), but both would benefit a lot more than having a single extra Warrior on the field, methinks.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in us
Grisly Ghost Ark Driver





NC

Thats a good idea. I think phylactery or warscythe is a much better option.

Falcon Punch!


 
   
Made in us
Sneaky Sniper Drone




D.C. - USA

I happen to like the first list better, here's why (some of this has to do with personal preference and previous games):

1. I think the difference between 40 and 49 Necrons is not that big a deal for Phase Out. I have found that most people will discount the effectiveness of a Necron Phalanx. Here are some ways using all of your units in unison will help you be more resilient:

a. With the hardened (T5) the Immortals will get WBB almost every turn (since there are 2 units it is pretty tough to kill all 20 in any given turn, and only STR 10 shots will deny WBB...)
b. The Warriors can come in Reserves from the board edge in the most uncontested areas of the board if the Immortals are taking a beating, or they can stay in the Phalanx and get WBB from each other, they can pull through Monoliths end-game for objectives.
c. Monoliths - Besides being hard to kill (they often get ignored) they provide those extra WBB rolls for when Phase Out is the enemy's primary objective. Not to mention the Immortals can hop in that portal to get better firing position and the Warriors can hop through to snag an objective, and both benefit from leaving combat if necessary.
d. Especially against CC armies, the Nightbringer/Monolith combo is a good deterrent. You will usually be able to keep piddly units from tying you up, keep big beefy Carnifexes and High Strength CC attackers away from your Monoliths, and keep those Expensive HQ units like Farseers with Spears from being too effective.
e. One thing I can think of that would help this Phalanx to be more resilient would be for an Orb Lord to be right in the middle of all your foot troops... I wouldn't add him in this list, since that would mean losing some Immortals, and the Immortals add lots of flavor to the list in my opinion.

2. Nightbringer - I don't know why he gets such a bad rap, for example, Targetawg is insistant that he can be avoided easily, even with the new running rules the comeback is "So what, everyone else can run as well..."

In reality, this almost never happens quite like he says. If you commit your troops to escaping by using a run, you forego all other usefulness for that unit (in most cases). They won't shoot, they probably won't assault, they are now dedicated to escaping. Not such a bad deal for one unit to induce a 12" Fear Bubble in this manner, especially if your main use for him is Phalanx Defense and Objective grabbing. It doesn't always work like this, but its a good solid option that is generally pretty useful. Even if you do commit to a chase, sometimes he actually does catch his prey, since he ignores terrain it may just take a bad difficult terrain roll, bad run roll, good run rolls by the Nightbringer, or some cleverly concieved trap to overtake a fleeing unit. I sometimes even forget to use his STR 9 shooting attack, since it doesn't even factor into how I use him in games, when it does blow something up its just a bonus.

Usually I find his main use is adding a layer of defense against CC armies, something the Necrons can use a little help with.

3. Monoliths - I usually use the Monoliths in one of 3 ways, depending on the Mission, Board Setup, and Rolls for First turn. 1> if going last, I will almost always deepstrike them both. 2> if going first on a board with Table Quarters or Table Halves, I will place at least one Monolith in the center to create a bulge of safety for my foot troops. 3> if the enemy has very little ranged ways to defeat a Monolith, I just put them front and center where I want my Phalanx to wedge.

Also, I find that the Ordnance can be just what the doctor ordered for many occasions, including blowing up vehicles with the +1 on the damage chart for AP1, the AP3 goodness for all those MEQs out there and sometimes tough baddies like Tyrant Guards, Zoanthropes not in synapse for that Instant Death, Wraithguard, Crisis Suits, other Necrons, etc... I find there are always good targets for a large AP3 Template.

And who doesn't enjoy saying "These 11 units all take d6 STR 6 AP4 hits, lets start rolling, this might take a while..." I think one game I got something like 35 hits with the thing in one round.


So, to Recap, my vote is to take the original list and have fun with it, I think it could be pretty effective.

Also - I have run an 1850 Pt. List that looked something like:
Nightbringer
Destroyer Lord with Phase Shift and Warscythe
20 Warriors
3 Monoliths
3 Wraiths
Leftover points split into 2 Scarab Squads, I think 5 in each

1 of the Scarab Squads joined the Lord for a while to Turboboost into action with some 2+ Cover Save protection. Then the Lord and Nightbringer chopped things up, while the Monoliths deepstriked all over the place to shoot things, and the Wraiths jumped through the portal to get on their weak back lines. Warriors were in Reserves so they didn't come out right away and by the time they did everything was engaged so there wasn't too much Phase Out threat. Looking back my buddy said he should have single-mindedly concentrated on the Warriors for Phase Out, I still don't know if he would have had the resources to get to them and kill them.

Sorry for the LOOONG post, I am at work and its something I have been typing all day.

Ubersnax A.K.A. McLasers 
   
Made in us
Confessor Of Sins






Scranton

its not that the nightbringer is bad.... its that the deciever is cheaper and does the same stuff plus some more

 
   
Made in us
Sneaky Sniper Drone




D.C. - USA

I like the Nightbringer for his extra killing power. I find that the Deceiver is SUPER hard to pin down and kill, since he gets to decide when he wants to fight. Also, he gives lots of army bonuses (repositioning, morale checks/pinning, etc...). I still like to use him in other lists, for instance a combination with Pariahs can mean lots of useful pinning. But for actual killing power, the Nightbringer is unbeatable. The extra point of STR means instakilling T5 multiwound models (not that there are too many of those), the extra attack means more dead Carnifexes, the large blast template attack and the special power that makes little guys run away gives him much of the same survivability and lack of getting pinned down by piddly meat bundles that the Deceiver has. All in all, if you aren't looking for the Grand Illusion bonus for your deployment strategy, and you aren't in the mood for trying to pin/fear things with High Leadership, the Nightbringer is the bada$$ of choice.


***EDITED FOR TYPOS***

This message was edited 1 time. Last update was at 2008/12/03 14:03:35


Ubersnax A.K.A. McLasers 
   
Made in us
Lustful Cultist of Slaanesh



NM

the other problem I see is only 2 scoring units, if you get into a game with multiple objectives, and a single warrior unit dies, your in a pretty deep hole against pretty much anyone

 
   
 
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