Switch Theme:

Surprisingly Effective Necron List  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Bounding Assault Marine





Valdosta

necron:necron:necron:necron:

Hello folkses, it's been awhile since I posted an army on here, but I just so happened to stumble like a fool onto a particularly fun/easy to play Necron build that seems to be stymying multiple opponents and is actually really good at tournament play (SHOCKING!!!!)... so I thought I'd share it with anyone out there sporting the tin can blues.

It's basically a 15 min. list I thought up to go fight in an 1850pt. tourney with a friend of mien who came in from out of town... I basically curb stomped the competition and if it weren't for a couple few points I actually could won.

As a bonus-- I completely punched the wind out of the sails of a good nid player who was tossing the swarm lord, Doom of Malantai, Mister explode from the ground, mass Zoanthropes, etc.. (i.e. genestealers en masse from pods) with this force. I also curb stomped a chaos player which just made my day,lol, and I actually tabled a black templars player who was completely ZOMG WTF!

So... without further ado..
Necron 1850: 'I have 15 minutes to hit the door'

Necron Lord w/ Res. Orb, Veil of Darkness
Deciever
2 Monoliths
3 Tomb Spyders w/ claws (counts as one slot choice)
2 Warriors Squads.
7 Immortals
4 Pariahs

Now, obviously, this army doesn't scream POWAAHHH!


It's just basically easy to set up shop with. Monlith left, Monlith right- portals facing in or to my table edge w/ guns out looking for good particle whip tagets. Warriors Left, Warriors Right.
Tomb Spyders Interspersed equidistant between the Monoliths, Immortals in the middle/or taking partial cover behind Monolith. Lord attached to exterior of a troop, but near thew other as well so both are covered. Big D set to run like hell to the heart of the enemy. Pariahs placed wherever they're unlikely to draw fire, but also where they can rush up to hit with the whup ass sticks if bothersome terminators show up/ demon princes/ obliterators, etc..

Not exactly ground breaking tactics here, but let me tell you Eldar, Nids, marines, etc. get PISSED when you pull the Ninja Necron act and have a side monolith drag one unit out and away and then the other just transports.

It's a particle whip party! w/ Gauss party favors too.

too be fair though, a lot of the mileage comes out of the tomb spyders with just one scarab attached as a heat sink for lascannon, rockets, etc. or just dakka bait.I can't tell you how many skimmers have flown in thinking they're safe and I reach out and bonk them one good with the Str 5 + 2d6 armor pen.

Back to the build specifically, don't expect a lot of variety with your combat options... and if you're facing mass las-cannons or equivalent you're probably in for a helluva problem. conversely, the ninja necron drop CAN be used as early as T1 so if you want to take some of that pressure off.....

Good luck for anyone who want to try and have fun with this!

p.s. don't forget the best thing about Big-D: Running like a little bitch into the heart of the enemy! lol

necron:necron:necron:necron:

Gwar: "Of course 99.999% of players don't even realise this, and even I am not THAT much of an ass to call on it (unless the guy was a total dick or a Scientologist, but that's just me)"

 
   
Made in ie
Norn Queen






Dublin, Ireland

20 warriors in an 1850 list?
Wouldnt you have serious problems with phase out?

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in us
Horrific Howling Banshee




Warren, OH

2 monoliths and the deceiver as a shield wall probably not so much. You can't assault them very easily without going through some very tough units. Looks like a solid list for sure. I'm surprised you have no destroyers and they are really nice. Looks solid enough for me if you protect your warriors which I'm sure you do.

This message was edited 1 time. Last update was at 2010/02/08 13:57:39


1850 Mech Eldar 
   
Made in gb
Tower of Power






Cannock

Pariahs aren't a good unit. They're based for assault yet don't have fleet or a transport option. I would drop these for another immortal unit which would serve more purpose.

Although one thing, the wall of monoliths is a good tactic until the monolith get blown up. Just pop the monoliths and your shield has gone. Ignore the deceiver and kill the warriors with elite assault units and thats probably enough to trigger a phase out.

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
Jealous that Horus is Warmaster





The eye of Terror

I would think that you would want at least 30 warriors so the phase out wouldn't happen so quickly but i have never played Necrons and probably won't until they get redone, however the wall of Monolith would be taken out by only strength 9 or strength 10 attacks and at range not many armies other than tau, IG, and possibly a space marine army decked out with vindicators and predator Lascannon would be fairly hard to take out at range and then there is the deceiver for the close combat against the monoliths, yes i would say for necrons it was quite a good list.
   
Made in us
Tail-spinning Tomb Blade Pilot




I like the list. The multiple T. Spyders let you split your units and still allowing them to WBB. The T. Spyders with 1 scarab swarm attached can become real problems in melee, even for a tactical squad.

As to phase out, I dont think phase out is quite as easy as people think. IMO 20 warriors is plenty in an 1850 list. 30 would be too many points wasted. When you have 2 monopliths and a Deciever on the board, it is hard to ignore all of that and kill a few warriors who can WBB. I shall try this list sometime.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Katavus - I see your point, on paper yes a str9 &s str10 hit can down a monolith. But its not as simple as shooting/hitting and laughing at the opponent. You need 6s on the str9 and a 5+ on the str10 to have any chance of blowing it up. Even then its a 5 or 6 on the damage chart. Monoliths are still the toughest "tanks" the game has (surprisingly)

Id agree on dropping the Pariahs though. I see the logic in taking them, a just in case, type. But I think more immortals would be the way to go, simply because the fire power would more then make up for them. Not to mention the closer the enemy got to your warriors, the harder its going to get, what with the monoliths arching the piss out of anything close enough.

Nice list man lol
   
Made in us
Fell Caller - Child of Bragg







Ratius wrote:20 warriors in an 1850 list?
Wouldnt you have serious problems with phase out?


Actually you'd be surprised. If you play defensively and make sure you don't give your opponent easy shots, you can make your warriors go a long way by hiding them behind a monolith (or two).


For annihilation (KP) just set up a nice defensive line with the monoliths, and hide your other units behind them. When you have a decent lead (usually from killing transports or drop pods), switch to full-out defensive mode.

What I like to do is hide my warriors behind the monolith and give them a res-orb lord to prevent any vindicator/demolisher/basilisk shenanigans. Then I'll send my ultra-mobile units (Destroyers, Scarabs, D.Lord with scythe) to either hunt transports/problematic vehicles.

In C+C it's a wash, will almost always draw unless either me or my opponent screws up miserably.

In multiple objectives it's good. Use my potent offensive units to wipe out their scoring units as best I can (or contest late game using turbo boosted destroyers or scarabs), then parking on one or two with some warriors and a monolith escort to make it very difficult to contest.

OP should drop the Pariahs though. At only 4 it's a straight up waste of 144 points as they're not resilient in CC and aare very vunerable from lacking WBB. Points better spent on more immortals.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Bounding Assault Marine





Valdosta

I know the Pariahs are over priced for effect, but the reason I pack them as often as I do is because of the warscythes which also double as 24" dakka. The other reason is precisely because they DON'T count for phase out. I can't tell you how many hilarious moments have come out of people ignoring them or the Deciever because they were going for phase out.

On that note, as 3+ invulnerable saves continue to develop as the order of the day and their unit deployment continually becomes easier and easier I've found I need the additional psychological deterent to keep them a little ways out. Also, numerically, even Big-D can only do so much at one time. He's great for spinning through singles, but mass thousand sons? Yeah... that's an assault on pause.

Soooo, I keep the Pariahs on back past my moving buildings, the silent mafia thugs basically put there to look imposing--- Mind you, I've reigned some righteous hell down on Vulkan Thunder Hammers and Zoanthropes alike, same with Thousands Sons too.

That T5 is a bitch.

I do understand what you guys are saying about the immortals though, it's more units that can be jump mobile with the 2 Monoliths and the Lord alike. Truthfully, often a full Immortal squad w/ a Lord ninja-popping near a vehicle or gunner emplacement is more effective than the warriors, but since I'm probably going to be thinking 'wow, I wish these were scoring'-- I'll just as soon take the warriors and deal with the consequences.

If I didn't have to deal with all the uber-saves though? Immortals for the win-- no question.

Gwar: "Of course 99.999% of players don't even realise this, and even I am not THAT much of an ass to call on it (unless the guy was a total dick or a Scientologist, but that's just me)"

 
   
Made in us
Executing Exarch






Odenton, MD

I completely punched the wind out of the sails of a good nid player who was tossing the swarm lord, Doom of Malantai, Mister explode from the ground, mass Zoanthropes, etc.. (i.e. genestealers en masse from pods) with this force.


Not to be mean, but that sounds like you have a terrible nid player.... DoM is garbage as he can be instakilled from str 8 and technically doesn't even have an invuln save, Swarmlords are far to expensive for there uses in anything under 2000+ points, Zoans are good but only in pods, And genestealers in pods is the biggest waste of points both KP and otherwise (I hope he didn't tell you he could assault from them)



As for your list I agree that you need at least one more squad of warriors. 20 is just asking to be wiped out on turn 1 or 2.
   
Made in us
Bounding Assault Marine





Valdosta

While this is a necron post I'll say this about nids, the Swarm Lord can be completely worth it if used the right way, same with DoM (who if you're not a jerk, gets the 3+ save). The reserve control teamed with up with the nasty surprises means lots of monstorus creatures w/ 6 wounds all over, and a lot of anti vehicle fire, and a boat load of of pie-plate and radial wounding which yields no cover save or armor save.

If you've hemmed in the enemy's mobility also and then have gene stealers taking over behind pods and moving in for open forces, easy cover saves and targets of opportunity make them equally worthwhile.

As they say, with great risks come great rewards--- or oblivion, lol.

Annnd about those warriors? Do you realize just a single squad costs 180 points? When you observe their level of utility and then you match that to the costs of 3 units in a 1850 list I think you'll see 2 is just fine.

While numbers are limited , mobility and good tactics can see those be more than enough.

Gwar: "Of course 99.999% of players don't even realise this, and even I am not THAT much of an ass to call on it (unless the guy was a total dick or a Scientologist, but that's just me)"

 
   
Made in gb
Tower of Power






Cannock

Well my point about pariahs is they're not good assault units. They are slow. They don't have fleet so if they run they cannot shoot or assault. If they walk they might not be in assault range. Not good for a uber assault unit.

Also, anything what doesn't count towards your phase out number is bad. The more numbers you have the harder to phase out. The less its worse.

As for tyranids; swarmlord is good but needs tyrant guard and best used in large game. I am not sure why the DoM wouldn't get warp field as it says in the rules, am I missing something?

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
Fell Caller - Child of Bragg







The Dragon wrote:I know the Pariahs are over priced for effect, but the reason I pack them as often as I do is because of the warscythes which also double as 24" dakka. The other reason is precisely because they DON'T count for phase out. I can't tell you how many hilarious moments have come out of people ignoring them or the Deciever because they were going for phase out.

On that note, as 3+ invulnerable saves continue to develop as the order of the day and their unit deployment continually becomes easier and easier I've found I need the additional psychological deterent to keep them a little ways out. Also, numerically, even Big-D can only do so much at one time. He's great for spinning through singles, but mass thousand sons? Yeah... that's an assault on pause.

Soooo, I keep the Pariahs on back past my moving buildings, the silent mafia thugs basically put there to look imposing--- Mind you, I've reigned some righteous hell down on Vulkan Thunder Hammers and Zoanthropes alike, same with Thousands Sons too.

That T5 is a bitch.

I do understand what you guys are saying about the immortals though, it's more units that can be jump mobile with the 2 Monoliths and the Lord alike. Truthfully, often a full Immortal squad w/ a Lord ninja-popping near a vehicle or gunner emplacement is more effective than the warriors, but since I'm probably going to be thinking 'wow, I wish these were scoring'-- I'll just as soon take the warriors and deal with the consequences.

If I didn't have to deal with all the uber-saves though? Immortals for the win-- no question.


Eh, I look at 3+ invuln saves the same way I look at 3+ armor saves with crons: ignore them because I don't have anything AP3 anyway (aside from the monolith of course).

Yes, it's great to have those warscythes to deal with things like TH/SS termies, but the pariahs just aren't resilient enough to survive the long trek over to melee. And against non-PF or TH wielders their I3 is a liability. And without WBB that t5 is meaningless. Immortals that cost 8 points cheaper are more resilient and will likely accomplish the same amount of carnage by forcing your opponent to roll a million saves.

I dunno. I'd have to try it out, but it seems if you're taking them you need all 10. Taking 4 seems like a waste unless you're keeping them behind to guard your troops from assaults.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Bounding Assault Marine





Valdosta

Actually, that's exactly what I do.

Mobile Assault consists of the 3 Tomb Spyders for dedicated anti-vehicle/monstorus creature assault while Big-D is the EZ button as it were for exploding everything.

No.. I completely agree Pariahs should basically never try and be a front aggressor force. When I said it's hilarious because they get ignored it's because people just drop in near them anyways thinking 'pshhh, what can these jokers do?"

The answer is: more than you might think.

Smart players will of course excise them from the board with extrem prejudice ASAP after landing in proximity, but even that is useful since it gives me a turn to evac my own forces.

I think in the future codex, if they fix the pariah problems, they'll be much better. Conversely.... WBB is going to suck nuggets when it's nerfed into FNP unless they bring back the Res Orb with funky rules or add on a special addendum to Cron' FNP which lets it ignore AP 1,2.

In other news, I've heard rumous that the Gauss effect is going to be shifted to Rending.

I can not even tell you how righteously awesome that would be. I can defintely tell you you'd see more classic 'Cron play that way. Hell, while they're at maybe they'll even cop out and give tomb spyders 6 wounds too!


oh, what we 'Cron players can dream....lol

Gwar: "Of course 99.999% of players don't even realise this, and even I am not THAT much of an ass to call on it (unless the guy was a total dick or a Scientologist, but that's just me)"

 
   
Made in us
Lone Wolf Sentinel Pilot





San Diego, California

Have you played IG with this list? A guy with a couple manticores/basilisks/collosus and a Master of Ordnance can make you phase out pretty quickly...just throwing that out there.
Overall, looks good, but I can't help but feeling vulnerable because of Phase out.

Off topic, but in the future codex, I heard that the Monolith is losing Living Metal, but gaining a constant 4+ cover save. Anyways, I don't think they'll take out WBB, FnP would suck, that is, unless they take out phase out.

This message was edited 1 time. Last update was at 2010/02/12 02:26:48


2000 pts 
   
Made in us
Longtime Dakkanaut





You are very vulnerable to phase out.

Any smart player will concentrate their fire on your immortals. Once all the immortals are wiped, they won't get a wbb.

That automatically gets your opponent 1/3 of the 21 models needed to phase you out, leaving 14 models for phase out.

If you honestly think putting down 14 necron warriors is hard at 1850, you need to find better opponents.

Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.


I play  
   
Made in us
Fell Caller - Child of Bragg







Gavo wrote:Have you played IG with this list? A guy with a couple manticores/basilisks/collosus and a Master of Ordnance can make you phase out pretty quickly...just throwing that out there.
Overall, looks good, but I can't help but feeling vulnerable because of Phase out.

Off topic, but in the future codex, I heard that the Monolith is losing Living Metal, but gaining a constant 4+ cover save. Anyways, I don't think they'll take out WBB, FnP would suck, that is, unless they take out phase out.


To be fair, my friend, ANY necron list is going to get destroyed by that.

imweasel wrote:You are very vulnerable to phase out.

Any smart player will concentrate their fire on your immortals. Once all the immortals are wiped, they won't get a wbb.

That automatically gets your opponent 1/3 of the 21 models needed to phase you out, leaving 14 models for phase out.

If you honestly think putting down 14 necron warriors is hard at 1850, you need to find better opponents.


Barring an artillery-heavy IG list, what are they going to do? Magically shoot through the monoliths with complete impunity? Even though, because of the res orb, all of those models will pretty much have FNP? I'm not saying OP's list is great, but it's very hard to phase out a Necron player who's playing that defensively. Most of the time 'cron players only get phased out due to being way too aggressive.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Longtime Dakkanaut





Ostrakon wrote:Barring an artillery-heavy IG list, what are they going to do? Magically shoot through the monoliths with complete impunity? Even though, because of the res orb, all of those models will pretty much have FNP? I'm not saying OP's list is great, but it's very hard to phase out a Necron player who's playing that defensively. Most of the time 'cron players only get phased out due to being way too aggressive.


Space wolves would do quite the number on this list. The deceiver went out the door when the new space marine codex came out. Most competitive tourney armies can kill the deceiver easily in two turns, meaning he won't even reach the opponent's line.

Depending on missions (I will assume standard missions from the brb), he can probably manage a tie in the 2 objective mission. The rest is almost an auto lose for him.

5th ed is all about mobility, which he has absolutely zero of. He has zero long range fire and passable medium range fire. He can't even crack most transports without the particle whip, which shows a glaring lack of anti-tank, even enough to deal with a rhino.

IG would not even need an arti-heavy list to deal with this.

Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.


I play  
   
Made in us
Lone Wolf Sentinel Pilot





San Diego, California

Ostrakon wrote:
Gavo wrote:Have you played IG with this list? A guy with a couple manticores/basilisks/collosus and a Master of Ordnance can make you phase out pretty quickly...just throwing that out there.
Overall, looks good, but I can't help but feeling vulnerable because of Phase out.

Off topic, but in the future codex, I heard that the Monolith is losing Living Metal, but gaining a constant 4+ cover save. Anyways, I don't think they'll take out WBB, FnP would suck, that is, unless they take out phase out.


To be fair, my friend, ANY necron list is going to get destroyed by that.


Barring an artillery-heavy IG list, what are they going to do? Magically shoot through the monoliths with complete impunity? Even though, because of the res orb, all of those models will pretty much have FNP? I'm not saying OP's list is great, but it's very hard to phase out a Necron player who's playing that defensively. Most of the time 'cron players only get phased out due to being way too aggressive.


Good point there. Without Barrage weaponry, other factions will have a hard time killing a defensive Necron player. I still would like to see at least 1 more warrior or immortal squad to this, to add to phase out capacity.


Automatically Appended Next Post:
imweasel wrote:
Ostrakon wrote:Barring an artillery-heavy IG list, what are they going to do? Magically shoot through the monoliths with complete impunity? Even though, because of the res orb, all of those models will pretty much have FNP? I'm not saying OP's list is great, but it's very hard to phase out a Necron player who's playing that defensively. Most of the time 'cron players only get phased out due to being way too aggressive.


Space wolves would do quite the number on this list. The deceiver went out the door when the new space marine codex came out. Most competitive tourney armies can kill the deceiver easily in two turns, meaning he won't even reach the opponent's line.

Depending on missions (I will assume standard missions from the brb), he can probably manage a tie in the 2 objective mission. The rest is almost an auto lose for him.

5th ed is all about mobility, which he has absolutely zero of. He has zero long range fire and passable medium range fire. He can't even crack most transports without the particle whip, which shows a glaring lack of anti-tank, even enough to deal with a rhino.

IG would not even need an arti-heavy list to deal with this.


Good points here, AV14 would be an absolute pain. I see 1 anti-tank option here, the particle whip.

This message was edited 2 times. Last update was at 2010/02/12 03:25:25


2000 pts 
   
Made in us
Fell Caller - Child of Bragg







imweasel wrote:
Ostrakon wrote:Barring an artillery-heavy IG list, what are they going to do? Magically shoot through the monoliths with complete impunity? Even though, because of the res orb, all of those models will pretty much have FNP? I'm not saying OP's list is great, but it's very hard to phase out a Necron player who's playing that defensively. Most of the time 'cron players only get phased out due to being way too aggressive.


Space wolves would do quite the number on this list. The deceiver went out the door when the new space marine codex came out. Most competitive tourney armies can kill the deceiver easily in two turns, meaning he won't even reach the opponent's line.

Depending on missions (I will assume standard missions from the brb), he can probably manage a tie in the 2 objective mission. The rest is almost an auto lose for him.

5th ed is all about mobility, which he has absolutely zero of. He has zero long range fire and passable medium range fire. He can't even crack most transports without the particle whip, which shows a glaring lack of anti-tank, even enough to deal with a rhino.

IG would not even need an arti-heavy list to deal with this.


Like I said, I'm not defending his list specifically. A Necron list without long-range transport hunting via Destroyers is downright criminal. I meant that comment in an abstract sense: a proper multi-monolith list is very difficult to phase out if the Necron player is playing properly.

Gavo wrote:Good points here, AV14 would be an absolute pain. I see 1 anti-tank option here, the particle whip.


Usually the best way to deal with AV14 as a Necron player is to bombard from as far away as possible with Destroyers and hope to the Emprah for an Immobilization glance. Which is saying a lot about Necrons' anti-armor capabilities. Usually if my opponents are bringing an LR, they're moving it to unload stabby cargo, which will put it within the assault range of the deceiver, who will happily rip through it (9+2d6 obviously penetrates it most of the time).

God, every time I see that whiny necron motivational poster complaining about how warriors could kill land raiders, I rage pretty hard. Whoever made that must have failed probability.

This message was edited 1 time. Last update was at 2010/02/12 04:03:44


Over 350 points of painted Trolls and Cyriss 
   
Made in us
Longtime Dakkanaut





Ostrakon wrote:I meant that comment in an abstract sense: a proper multi-monolith list is very difficult to phase out if the Necron player is playing properly.


No, it's not. Unless you want to play 2 res lords, 3 monos and as many warriors as you can get. It just means you lose instead of getting tabled.

The OP calls this 'really good at tournament play'. Any list I see that is 'tournament' or 'competitive' needs to be.

Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.


I play  
   
Made in us
Fell Caller - Child of Bragg







imweasel wrote:
Ostrakon wrote:I meant that comment in an abstract sense: a proper multi-monolith list is very difficult to phase out if the Necron player is playing properly.


No, it's not. Unless you want to play 2 res lords, 3 monos and as many warriors as you can get. It just means you lose instead of getting tabled.

The OP calls this 'really good at tournament play'. Any list I see that is 'tournament' or 'competitive' needs to be.


So, it's easy to rip apart 30 wounds worth of 4+ cover save T4 FNP? Barring some absolutely miraculous outflank rolls I just don't see that happening easily.

Over 350 points of painted Trolls and Cyriss 
   
Made in us
Longtime Dakkanaut





Ostrakon wrote:So, it's easy to rip apart 30 wounds worth of 4+ cover save T4 FNP? Barring some absolutely miraculous outflank rolls I just don't see that happening easily.


I don't need 30 wounds, only 21. He is practically giving away 7 for free by only taking one squad of 7 immortals. That leaves 14. And unless a new necron codex has been released, fnp /= wbb.

He can't hardly kill anything with just 2 monoliths and with everything hiding behind them, that's all he has to fight with. God forbid if a squad of SW TCav comes up on a monolith (on average 21" assault) with str 10 pf's or th's and hitting on 4+.

Heaven help him if he has to maneuver his army to get to objectives.

I am not just talking about phasing his army, I am talking about winning games. If he tries to maneuver to win a game, he is going to leave himself open for phase out.

If all he plans on doing is sitting in one corner of the table and not get killed, then I don't think he is going to be able to win very many tournaments with this list.

This message was edited 1 time. Last update was at 2010/02/12 05:31:38


Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.


I play  
   
Made in us
Mortitheurge Experiment




Your nid player must have very little experience with necrons. Personally, the Hive Guard should give you a hell of a run for your money, and outflanking Genestealers / Terrain-based Ymgarl Genestealers rip right through all your soldiers. Maybe it's just me, but I try to field at least 2/3 of those in my all comers list.

...And why wouldnt' the Doom of Malantai get the 3++? It has Warp Field, which grants it such.

DR:80+S++G+M---B-I--Pwhfb08#+D+A++/cWD-R++T(T)DM+ 
   
Made in us
Bounding Assault Marine





Valdosta

Oh ye of little faith...

There's plenty of mobility in this list if you know how to work your mileage.

Questions---you guys know how I set up my line-- so what do yo shoot at first?

one vote here is for the warriors or the immortals.

As in... the ones that are in cover ... and have T5, 3+ armor saves, likely in range to res orb, and if I pull through the Monoliths get to re-roll the save.

How about Big-D? That's a sensible choice. Go for it... meanwhile my squad of Tomb Spyders will be making its way on over to say howdy.

Oh, don't forget while this is going on there are going to be particle whips flying down here and there... and plenty of ranged Gauss too. Soo.. if you're using vehicles a single glance is likely going to rain on your parade.

Now, trust me people, I know how easy this list can get busted. Lash + Vindicator/Oblit Plasma Serenade = Oh Noez!

Just remember, if you can predict the enemy mentality, make intelligent objectice placement/ deployment decisions, and get that little bit of luck... you can bring down the law in this 1850 list.

There are plenty of people who didn't know exactly what to expect who got pounded by this list and even more who thought they knew what to go for.

It is uses choices that are typically ignored and are oft sneered at. That's just fine by me.

There's a reason it's "surprisingly effective": it's unexpected-- and in this game the unknown is often the deadliest factor on the field.

Gwar: "Of course 99.999% of players don't even realise this, and even I am not THAT much of an ass to call on it (unless the guy was a total dick or a Scientologist, but that's just me)"

 
   
Made in us
Longtime Dakkanaut





The only way this list is 'surprisingly effective' is against inferior/bad opponents.

Particle whips have a range of 24". Most solid armies will out range your firepower, easily.

If you are maneuvering the immortals they are dead against any decent shooting list. There are so many ml's, multi-lasers, ac's, etc. any more it's not even funny.

And what mobility? You can port through the monolith or you can veil with the lord. That's not mobility.

I also find it hard to believe that you are going to be 'mobile' with your immortals and warriors while all being tied to a 6" tether to the res orb lord.

Tomb spyders? They move 6" and run d6". I hardly call that 'mobile'.

My puppies list has 15 ml's and 2 rifleman dreads and an effective d6 ac rhino at 1850. That's a minimum max range of 48". Your max effective range is 30" after movement.

Oh ye of little faith...

Right.

This message was edited 1 time. Last update was at 2010/02/14 04:22:40


Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.


I play  
   
Made in us
Bloodthirsty Bloodletter



Anchorage

Looks like an interesting list. And potentially good against someone who isn't great at what they're doing. But it's too easy to phase out at 1850 unfortunately. And you have very little ability to significantly hurt anyone at range, thereby silencing they're guns before they hurt you. Basically, the people you beat, either had no mobility or range, or were poor players. My usual list and tactics will typically cause phase out round 1, if I go first, and you actually start on the table. Which I'm sorry to say, as my other army is Necrons, and I'd like to find a list that would let me bring them back off of the shelves.


Automatically Appended Next Post:
The Dragon wrote:Oh ye of little faith...

There's plenty of mobility in this list if you know how to work your mileage.

Questions---you guys know how I set up my line-- so what do yo shoot at first?

one vote here is for the warriors or the immortals.

As in... the ones that are in cover ... and have T5, 3+ armor saves, likely in range to res orb, and if I pull through the Monoliths get to re-roll the save.

How about Big-D? That's a sensible choice. Go for it... meanwhile my squad of Tomb Spyders will be making its way on over to say howdy.

Oh, don't forget while this is going on there are going to be particle whips flying down here and there... and plenty of ranged Gauss too. Soo.. if you're using vehicles a single glance is likely going to rain on your parade.

Now, trust me people, I know how easy this list can get busted. Lash + Vindicator/Oblit Plasma Serenade = Oh Noez!

Just remember, if you can predict the enemy mentality, make intelligent objectice placement/ deployment decisions, and get that little bit of luck... you can bring down the law in this 1850 list.

There are plenty of people who didn't know exactly what to expect who got pounded by this list and even more who thought they knew what to go for.

It is uses choices that are typically ignored and are oft sneered at. That's just fine by me.

There's a reason it's "surprisingly effective": it's unexpected-- and in this game the unknown is often the deadliest factor on the field.


What do I shoot at first? The two squads of warriors, with my 3 squads of Flamers of Tzeentch, that give you no armor or cover save, and wound on a 4+. I deepstrike them in 2" away. Followed up as necessary by shooting from fateweaver and 30 shots as S4 from each of 2 units of horrors, if there's actually anything of the warriors around at that point, if not, I'll probably pour the shots into the lord (usually before the flamers, so as to make sure the orb isn't on the table when the flamers hit). No WBB, no warriors, phase out.

This message was edited 1 time. Last update was at 2010/02/16 00:48:13


 
   
Made in us
Fell Caller - Child of Bragg







What do I shoot at first? The two squads of warriors, with my 3 squads of Flamers of Tzeentch, that give you no armor or cover save, and wound on a 4+. I deepstrike them in 2" away. Followed up as necessary by shooting from fateweaver and 30 shots as S4 from each of 2 units of horrors, if there's actually anything of the warriors around at that point, if not, I'll probably pour the shots into the lord (usually before the flamers, so as to make sure the orb isn't on the table when the flamers hit). No WBB, no warriors, phase out.


Uh, that's a lot of wishful thinking and lucky rolls from a Daemons list. God forbid you DS even slightly out of range with the flamers: if even one warrior survives all that shooting (30 BS3 shots is 15 hits, 7 wounds, 2 or 3 kills) they're all going to get WBB rolls, even from the flamers. Anything with a chaos icon that hit the previous turn isn't likely to do so hot against all those gauss shots the previous turn.

Not that I'm defending this crappy list, but the whole "Your army doesn't stand a chance if I deep strike into a sublimely perfect position and manage to get godly rolls" is total crap.


Over 350 points of painted Trolls and Cyriss 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Nice list. I see the potential for hidden mobility and you have the option to bring your warriors in from reserve in some situations. As for the Daemon drop this list would tear it apart even a DaemonCrusher list would struggle as the multiple shots on Kairos combined with Deciever's ability to ignore all saves would be bad. Saying the list is crap without seeing it played by the OP is also presumptious theory hammer. Sure some lists will have thier rock to his scissors but going into a tournament without preparation for it before hand may give many players fits. Lash being the obvious bad match up but maybe not half bad against the rest of the meta. I would like to see any half decent Cron list emerge.
   
Made in us
Bloodthirsty Bloodletter



Anchorage

Not that much wishful thinking. There's a reason I drop 3 squads at once. And it wouldn't be the first time I've successfully phased out a necron army round 1. If one deviates and is gone, that's fine. There's a 2/3 chance it'll be back later. Most likely, if you do have any necrons left, it's going to be one mega squad, which makes it very vulnerable to follow up assaults in later rounds from bloodletter squads. It's an interesting idea, but it's not going to do well against anyone who has anything competitive and knows what they're doing.
   
 
Forum Index » 40K Army Lists
Go to: