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![[Post New]](/s/i/i.gif) 2014/07/16 15:51:33
Subject: Re:1850 Necron Army list, New Player
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Discriminating Deathmark Assassin
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The Doomscythe isn't out of place because you have 2 Nightscythes. Play with it for a few games, and see if you like it. Just be aware that anything with Interceptor is going to pick it as a priority. Anything with Skyfire, will chew it up on your opponents turn, which is when you want to jink to try and save it, then just fly off the board on your next turn.
MANY players will tell you to run 3 ABarges. My advice is to NEVER do it. 1 is Good, 2 is all you should ever need. When you get to 3, you're better off dropping 2 and using the points for another unit of pretty much anything else. ABarges are one of those units that are really good in low point games if you don't mind not having any friends. Around the 1250 mark, you'll start seeing enough anti-tank to turn them from Awesome to competitive. After the 1500 mark, they're not terribly impressive. As with the Doomscythe, just play them and find out what you like. If you find that you like 3 of them, then go for it. Just decide for yourself and not because a bunch of people tell you its the best thing ever.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/07/16 18:22:45
Subject: 1850 Necron Army list, New Player
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Fresh-Faced New User
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Yeah most people say 1-2 so ill probably stick to that. Let me make sure i have this correct, can a nightscythe fly 36 inches n still drop off the units and they can still fire that turn?
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This message was edited 1 time. Last update was at 2014/07/16 18:22:56
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![[Post New]](/s/i/i.gif) 2014/07/16 21:19:24
Subject: 1850 Necron Army list, New Player
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Discriminating Deathmark Assassin
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Tols8189 wrote:Let me make sure i have this correct, can a nightscythe fly 36 inches n still drop off the units and they can still fire that turn?
Yes, but over 24" they are going to need 6s to hit. You will rarely need it though as the 24" move + the Disembarkation is usually enough unless you absolutely NEED that VP.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/07/17 01:32:14
Subject: 1850 Necron Army list, New Player
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Fresh-Faced New User
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Okay awesome, think i've got my final list! Thanks for all the help!
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![[Post New]](/s/i/i.gif) 2014/07/17 02:31:09
Subject: 1850 Necron Army list, New Player
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Proud Triarch Praetorian
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Yes, the extra hits generated by Tesla count toward the ones that will need to be rolled for wounds.
Example:
5 Tesla Immortals fire at a unit.
Roll dice to hit.
Comes back with 1, 2, 4, 4, 6, so three hits... oh wait, there's a 6 there. So with the additional two hits granted by Tesla, that gives you five hits.
Roll to wound.
For your updated list, why doesn't your Lord with the blob have any Sempiternal Weave? He supposed to be up front tanking shots for the unit as they advance, he's going to need that 2+ save.
I'd take that 6th Warrior out of the Night Scythe and add him to the blob instead. They want to be as big as possible. The anti-vehicle crew don't really care as much about size, their Cryptek is doing all the work. They're just there because you need them to attach him to.
Seems odd that you have a Storm-tek attached to the Immortals in a Night Scythe. Kinda overkill, especially compared to the other Night Scythe which only has 5 Warriors... Hey, actually, do you have any Deathmarks? You could turn this unit into a DeathScythe instead (5x Deathmarks + 1x Despair-tek + Night Scythe).
You might not actually need any Coils on the Wraiths if you're not going to attach a Destroyer Lord. Maybe throw in another Scarab, if possible.
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![[Post New]](/s/i/i.gif) 2014/07/17 04:39:36
Subject: 1850 Necron Army list, New Player
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Discriminating Deathmark Assassin
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skoffs wrote:For your updated list, why doesn't your Lord with the blob have any Sempiternal Weave? He supposed to be up front tanking shots for the unit as they advance, he's going to need that 2+ save.
Not everyone does this, it's fairly easy to get around, and with the changes to LOS, it's not a good idea to have him out front anymore.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/07/17 04:55:57
Subject: 1850 Necron Army list, New Player
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Proud Triarch Praetorian
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How do you reason so?
(it's been working fine for most, so far as I can tell)
Regardless, he should really have that 2+ on, no matter what.
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![[Post New]](/s/i/i.gif) 2014/07/17 08:12:12
Subject: 1850 Necron Army list, New Player
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Shas'la with Pulse Carbine
Los Angeles, CA
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Mind if I PM you my list skoffs?
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6400 Pts
4300 Pts
3200 Pts
2600 Pts
3080 Pts 30k
2460 Pts AoS Chaos Grand Alliance
2680 Pts AoS Sylvaneth |
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![[Post New]](/s/i/i.gif) 2014/07/17 10:54:18
Subject: 1850 Necron Army list, New Player
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Proud Triarch Praetorian
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Nah, just post it to the army lists section so everyone can critique it. Other people may have suggestions I might not have thought of. Best to get varied input, after all.
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![[Post New]](/s/i/i.gif) 2014/07/17 12:49:45
Subject: Re:1850 Necron Army list, New Player
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Beast of Nurgle
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skoffs wrote:... okay, first off, we might need to make sure we're on the same page before continuing:
A) is this 6th or 7th edition rules you're planning on playing by?
B) are you playing serious or just for fun?
C) have you taken a look at some other people's lists to get an idea of what your average 'Cron list looks like at the moment?
Tols8189 wrote:Also why do you have 18 warriors in a ghost ark if it can only hold 10 people? it has 19 with the cryptek. Am I missing something here?
Yes, 18 Warriors + Lord.
They're not going IN the Ark.
There's nothing saying units are disallowed from deploying outside their transport on the table.
Typically, "Warrior Blobs" are deployed BEHIND their Ghost Ark. This gives them some cover while still allowing the Ark to add fallen Warriors. Between the Lord tanking all the AP3-4 shots that get through, the ResOrb raising guys that fall down, and the Ark replacing any who fail their RP rolls, Warrior blobs like this are incredibly resilient.
Are MSS and a phaseshifter worth all those points on him? I've read that a lot of people use just a warscythe because anything that will negact the 2+ weave you can put on the CCB
Yes, in 6th edition a lot of people ran Barge Lords with just Warscythes.
But thanks to the changes to Chariots that 7th brought, that's not the best loadout anymore.
If someone is shooting at the model, then yes, you can opt to have it hit the Barge instead of the Overlord (which, if it can ignore 2+ armor, might be a bad idea, as it could explode your ride).
But more importantly, the Command Barge is a close combat unit. In close combat, you don't get to decide what takes the hit, your opponent does. If you want to maximize its survivability, you need more than what you've currently got on it.
Also, whats better, tesla carbine or Gauss blaster? Seems like Gauss has 20 shots rapid fire within 12 and tesla is 10 at 24 with a chance to get a few more wounds.
Depends. Gauss is better at close range. Tesla is better at distance.
In that you normally want to keep your troops out of close combat, Tesla tends to be better for those purposes.
How does tesla work exactly?
For every 6 when rolling to hit, Tesla weapons generate 2 extra hits.
Is the rapidfire rule still you have to do rapidfire if you move or can you move your 6 and shoot 1 shot at 24. Basically, if you move are you commited to rapid fire? This was the rule in 5th which was the last time I've played.
Do you have the 7th edition rule book? It lays it out pretty clearly: 1 shot at 13-24", 2 shots at 1-12". But if you rapid fire, you can't assault.
Automatically Appended Next Post:
MurderCarnival wrote:From what I've seen, lychguard are amazing, they always seem to preform wonderfuly in any game I've seen them in. That being said, you seem to have your list rather filled out by now, and it is looking rather solid. Also, as a new dark eldar player, i would love your advice on my list :3
... Lychguard are one of the worst units in the Necron codex.
If they "performed wonderfully" against anything, I feel bad for whoever that opponent was.
and that people...is how you suck the fun out of 40k
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![[Post New]](/s/i/i.gif) 2014/07/17 14:04:23
Subject: 1850 Necron Army list, New Player
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Discriminating Deathmark Assassin
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skoffs wrote:How do you reason so?
(it's been working fine for most, so far as I can tell)
Recommending 'Tanking' requires the assumption that your opponent has a static army where it's easy for you to keep the highest save closest to the enemy at all times. It also works better if there are multiple models with a higher save, like the DEldar stars. In this situation, he would actually want to keep the Res Orb around as long as possible. Your opponent is going to WANT to eliminate that Orb as soon as possible, since that is one of the key items holding that unit together. Putting it out front is just asking your opponent to show you how you wasted all those points. ESPECIALLY with the way LOS works now and shooting.
What you're suggesting is that he puts 60+ model in front to save the odd 13 pt Warrior. If you're going to recommend the tanking tactic, then commit to it. Put 2 Lords, from different courts in there with nothing BUT Sempiternal Weaves or Phase Shifters. Otherwise, he's just going to get shot out. If you hang him out front, then he takes the first few hits. With just a 4+ LOS, a Marine squad with 2 Plasma guns is going to take him out, leaving the bolters to do what they do to the rest of the squad anyways. With the Lord out front, you're really just giving your opponent what he wants, which is the earliest opportunity to get rid of that Res Orb. If you think you're being clever by putting your unit in a 'wedge' with the Lord on Point, then you're just reducing the number of models that he can LOS to, in which case your opponent wins again.
EVEN if your opponent doesn't want to go after the Res Orb, because he knows that killing the unit will prevent any RP rolls. Flyers, Drop Pods, 'Teleporting', Deep Striking, Outflanking, Bikes,etc..., there are too many ways to list making the Lord not the closest model to get at what needs to be killed. This is the same reason the Wraithstars don't work as well as people wish they would, citing 'When played correctly...'. Yeah, when played AGAINST correctly, they just die often leaving the DLord alone or with just 1 or 2 Wraiths. This is what happened to me when I ran the unit, and if it hasn't happened yet to you, then it will eventually. I'm not denying that they are effective when they work, or that they aren't fun. But constantly recommending them is not sound advice.
Best advice for a Lord with an Orb is to leave him in the middle of the unit, so that some of the Warriors will take hits first. IF your opponent has decided to lay down some pain on the unit, then the Lord will start tanking after he's already commited, in most cases, a significant portion of his shooting and then have to contend with a tanking Lord, who is there to insure that the unit gets to make it's RP rolls. In the middle of a unit, it also frustrates your opponent, because he simply can't commit to one side of the unit, and helps maintain the maximum amount of models to LOS to.
skoffs wrote:Regardless, he should really have that 2+ on, no matter what.
I agree that he should, but keeping them as cheap as possible makes their loss less painful. I run my Lords with Orb/Scythes/Weaves. They don't die often, but when they do, I feel it.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/07/17 14:18:32
Subject: 1850 Necron Army list, New Player
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Proud Triarch Praetorian
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Obviously it's a case-by-case situation. You don't have him tanking against EVERYTHING. Against possible hidden plasmas, hide him in the middle. Against a bunch of Fire Warriors, have him up front.
I don't know about your D.Lord example, though.
I've played Wraith Wing since the codex dropped, and once 6th introduced Look Out Sir, having him taking up the front and then passing everything AP1/2 on to a Wraith to save with its 3++ has made the unit pretty damn survivable.
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![[Post New]](/s/i/i.gif) 2014/07/17 14:31:37
Subject: 1850 Necron Army list, New Player
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Dakka Veteran
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Doomsythe sythe has av11 not av 13.
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![[Post New]](/s/i/i.gif) 2014/07/17 14:36:40
Subject: 1850 Necron Army list, New Player
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Discriminating Deathmark Assassin
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skoffs wrote:Obviously it's a case-by-case situation. You don't have him tanking against EVERYTHING. Against possible hidden plasmas, hide him in the middle. Against a bunch of Fire Warriors, have him up front.
Agreed, but the situations where you would have him out front, are fewer than those that don't.
skoffs wrote:I don't know about your D.Lord example, though.
I've played Wraith Wing since the codex dropped, and once 6th introduced Look Out Sir, having him taking up the front and then passing everything AP1/2 on to a Wraith to save with its 3++ has made the unit pretty damn survivable.
Then I'm glad it's working for you. My opponents quickly learned to simply move so that the D.Lord wasn't the closest, then sit in cover and wait for me to charge.
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This message was edited 1 time. Last update was at 2014/07/17 14:38:08
Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/07/17 14:41:47
Subject: 1850 Necron Army list, New Player
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Dakka Veteran
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Another important note is the wording on how to fire a death ray. The line starts at the designated point and then goes UP TO the amount of distance rolled 3d6. Death rays can hit units locked in combat so you can essentially fire into locked combat and, as long as you are careful, only hit enemy units. You can kill your own people with a death ray so be careful but it's important to note you don't have to go the whole 3d6. Also I don't know if you want to look at forgeworld at all but sentry pylons are pretty good.
I've been playing necrons since 5th edition and I have to say I am underwhelmed by destroyers. They are too easy to kill for 200 points, especially if your opponent is wise enough to focus down the whole squad in one turn negating re-animation. 5T5 wounds with only a 3+ armor save not that hard to knock out.
A lot of people do not like doomsday archs because they have to stay still, I like them on a skysheild giving them a 4+ invuln. On av13 and bubble wrapped well this can be a very survivable package. However it's not the most competitive and their are better heavy support options.
Anyway that's my $.02 Automatically Appended Next Post: A more competitive option on a skysheild is a unit of sentry pylons which with and d lord could have preferred enemy making them easily the best anti flyer or deepstrike unit in the necron codex. This assumes you take the gauss exterminator option
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This message was edited 1 time. Last update was at 2014/07/17 14:46:06
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![[Post New]](/s/i/i.gif) 2014/07/17 15:00:12
Subject: 1850 Necron Army list, New Player
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Proud Triarch Praetorian
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Epartalis wrote:A more competitive option on a skysheild is a unit of sentry pylons which with and d lord could have preferred enemy making them easily the best anti flyer or deepstrike unit in the necron codex. This assumes you take the gauss exterminator option
7th edition change to Skyfire and Interceptor means Guass Exterminators aren't very good any more (useless against ground targets, until they FAQ it).
But if you're paying for a Doomsday Ark AND a Skyshield, you might as well just get a Tesseract Ark for that price.
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![[Post New]](/s/i/i.gif) 2014/07/17 15:18:52
Subject: 1850 Necron Army list, New Player
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Dakka Veteran
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Fair enough, I still love the focussed death rays on sentry pylons, what's better than a death ray? A death that does double wounds Automatically Appended Next Post: I need to check to FAQ on that, it made the quad gun quite a bit worse, and unless it says different I agree sentry pylons not so good anymore. Automatically Appended Next Post: And I would always get at least two doomsday archs on a skysheild. Slightly more cost efficient than just the one lonely arch on there. But again the annihilation barges are much more mobile and can damage more targets. Also being that they always have two tesla weapons, 6 chances for tesla and 4 that are twin linked. You should be fine with snap shooting and flyers beware.
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This message was edited 2 times. Last update was at 2014/07/17 15:59:50
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![[Post New]](/s/i/i.gif) 2014/07/17 16:37:29
Subject: 1850 Necron Army list, New Player
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Fresh-Faced New User
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skoffs wrote:Yes, the extra hits generated by Tesla count toward the ones that will need to be rolled for wounds. Example: 5 Tesla Immortals fire at a unit. Roll dice to hit. Comes back with 1, 2, 4, 4, 6, so three hits... oh wait, there's a 6 there. So with the additional two hits granted by Tesla, that gives you five hits. Roll to wound. For your updated list, why doesn't your Lord with the blob have any Sempiternal Weave? He supposed to be up front tanking shots for the unit as they advance, he's going to need that 2+ save. I'd take that 6th Warrior out of the Night Scythe and add him to the blob instead. They want to be as big as possible. The anti-vehicle crew don't really care as much about size, their Cryptek is doing all the work. They're just there because you need them to attach him to. Seems odd that you have a Storm-tek attached to the Immortals in a Night Scythe. Kinda overkill, especially compared to the other Night Scythe which only has 5 Warriors... Hey, actually, do you have any Deathmarks? You could turn this unit into a DeathScythe instead (5x Deathmarks + 1x Despair-tek + Night Scythe). You might not actually need any Coils on the Wraiths if you're not going to attach a Destroyer Lord. Maybe throw in another Scarab, if possible. Took me awhile to catch up on all this lol. I want to keep one or two coils on the wraiths, they are more for killing potential then tie up like the scarabs are, and having one or two of them giving that slight advantage against something big, then i'd say its worth having them on. So basically what you want me to do with this unit is have the deathmarks and despairtek jump around and keep the nightscythe as just a shooting transport, or actually run them in them? I'm not sure the logic bc deathmarks can deepstrike and jump as it is with the despairtek. With my comp, should i run a doomsday arc instead of the doom scythe then? Points are the same so they are very interchangeable. Also I have only two troop choices if I take out that 5 man, even though they are small and few, a 5 man can take an objective still rather then just contesting. I'm not sure how 7th works with the new rules on contesting and holding objectives, in 5th it was important to have multiple troop choices. Here is my updated list, a little over but workable. I feel like the S weave on the lord and all the stuff on the overelord are a bit of point sinks at this point, are there anythings I can take out? HQ Necron Overlord (Warscythe, Sempiternal Weave, Mindshackle Scarabs, Phase Shifter) Command Barge Troops Necron Warriors (17) Necron Lord (Ressurection Orb, MindShackle Scarabs Sempiternal Weave) Ghost Ark Necron Immortals (10) NightScythe Elite DeathMarks (5) Cryptek (Veil of Darkness) NightScythe Fast Attack Canoptek Wraiths (6) Whip Coils (2) Canoptek Scarabs (6) Heavy Support Annihilation Barge Annihilation Barge Doom Scythe/Doomsday Ark 1881
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This message was edited 3 times. Last update was at 2014/07/17 16:44:54
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![[Post New]](/s/i/i.gif) 2014/07/17 17:25:10
Subject: 1850 Necron Army list, New Player
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Discriminating Deathmark Assassin
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Tols8189 wrote:I want to keep one or two coils on the wraiths, they are more for killing potential then tie up like the scarabs are, and having one or two of them giving that slight advantage against something big, then i'd say its worth having them on.
Nothing wrong with this, but I hope I can explain it a bit better so that you understand exactly how they work, and why they're not all that fantastic. Take em, but just be aware is all.
They don't eliminate any attacks on the turn you charge, just be aware of this. Only models that are in base contact at the start of the phase are reduced, and some of those may die to Hammer of Wrath when you can manage to pull that off. With the exception of a handful of units, virtually everything has a higher initiative, so will pile-in and swing. Then when you do get to swing, your opponent can nominate the models in base contact that have already attacked as casualties first, allowing those affected by the Coils a chance to still swing. You will see them work really well against small, elite units, like 5 man Terminator squads, etc.
If you're opponent just sits in cover, it's even worse because your paying the points to strike at the same time as the models you make base contact with.
So why do people recommend them? Because when you put a DLord in there, then he gets to swing before other models, and that has the potential to do some serious damage. Extremely effective in subsequent rounds when you have more models in base contact with the Coils. You're not running a DLord, so the impact they have won't justify their cost in most games.
Tols8189 wrote:So basically what you want me to do with this unit is have the deathmarks and despairtek jump around and keep the nightscythe as just a shooting transport, or actually run them in them? I'm not sure the logic bc deathmarks can deepstrike and jump as it is with the despairtek.
This is a 'trading queens' tactic. The despairtek (don't give him a veil), is there to benefit from the Deathmarks hunter ability. The reason they're in the flyer is to always get the best position to use the Despairteks template to hit the most amount of models. Great for killing your opponents elite units, like Terminators or stuff that is just tough to kill. After that, just expect the unit to die, 6 wounds with a 4+ save won't hang around to long, and your opponent won't let that template go off again, even if it goes after another unit. This appears to have gotten better because Templates can hit stuff inside Transports/Buildings.
Tols8189 wrote: With my comp, should i run a doomsday arc instead of the doom scythe then? Points are the same so they are very interchangeable.
Try both if you have them. DDArks need to have other units on the table to force your opponent to choose who he has to deal with. With your current list, you're only giving him the option of dealing with the Wraiths or the DDArk or Warriors if you take it. Most competitive lists won't have any issue picking what they are afraid of.
Tols8189 wrote:Also I have only two troop choices if I take out that 5 man, even though they are small and few, a 5 man can take an objective still rather then just contesting. I'm not sure how 7th works with the new rules on contesting and holding objectives, in 5th it was important to have multiple troop choices.
Pretty much everything scores. Taking Troops just makes the units 'Objective Secured', which I'm quickly finding out isn't all that great in most scenarios. Take the Deathmarks for example. They can pop out, and steal and objective for a VP before they die, but if the enemy is camping the objective you're after, then they're only going to contest it unless you can blow your opponent off the objective, which you're hoping to do with the Despairtek. A 5 man Warrior squad in a Nightscythe, is 'Objective Secured' because it's a Troop choice. This means it can pop out, and take an objective, even if your opponent is camping it. The only thing that will stop it, is if the unit camping the objective is also 'Objective Secured'. If you're not planning on clearing a unit off an objective, then you can really get some reach by moving 36", then moving up to another 6" from the Disembarkation, making them one of the fastest scoring units in the game.
The reason I don't like this, is that you're essentially paying 165 pts minimum to score 1 VP, and rarely D3 VP's if you have one of those objective cards, and an pull it off. Also, it's not going to stop your opponent from getting any VP's in his turn, since he has his entire turn to kill the unit, and still score the objective. It's really going to be up to you, how you play, and what your local meta is, to determine how effective this will be.
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List Comments
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Drop the Veil, that's not what he's there for and you won't get to use it often, if ever.
Keep the Coils for now, but after a few games you should see for yourself what I talked about.
Drop the MSS for now, at least until you get a handle on how Necrons work and re-visit this later.
If you're still a few points over, then drop 1 or 2 Immortals. I sometimes run 2 units of 8 to shave points for other upgrades, and the unit still performs decently enough.
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This message was edited 3 times. Last update was at 2014/07/17 17:31:03
Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/07/17 19:07:13
Subject: Re:1850 Necron Army list, New Player
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Fresh-Faced New User
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Lots of good advice, and yet again more questions get raised LOL. Okay so I'm talking off the veil of darkness, I see exactly what you're saying. Definitely another thing I've overlooked in the book. Pop the unit out of the scythe, rape some terminators and use the scythe to go around shooting even when the unit dies as it probably will. What are terminators leadership though? Isn't it 9 or 10? That makes the staff pretty hard to get any kills as you need 5's or 6's. I'm starting to understand what you're saying about those whip coils, this one I will have to play a lot to make my decision because as I've said I want them to attack vehicles and high priority units, not things like ork mobs, that's more for what I'm running the scarabs for. Mobs I would just gun down or tie up while wraiths for for vehicles (str 6 will do well vs most of them) or 5 man units of terminator (hence coils and rending/phaseshifter on them). The Ark I'll try out as well as the scythe, I have to see what my army is lacking and which is more beneficial. Troops choices I can see aren't as important, but I think the three that I'm running each has it's own unique advantage. The blob is very good in general for shooting and being something you have to deal with. The 5 man with the voltaic staff is great to fly 24, jump out, and pop a highly prized vehicxle and still have the scythe with the TL TD to go around shooting. The immortals I love for a similar reason, fly 24, pop out and shoot something at 24 range with tesla and just put down a mess of wounds on a unit, and still have the TL TD scythe to go around shooting. Lastly, I'm putting almost 300 points into my HQ now which I'm feeling is a bit expensive. Would a destroyer lord fit better for less points in the wraith unit? Or can I get away with shaving down some things off the Overlord while still making him very effective? The points for phase shifter is kind of crazy and is whats making me think hes getting too expensive. HQ Necron Overlord (Warscythe, Sempiternal Weave, Mindshackle Scarabs, Phase Shifter) Command Barge Troops Necron Warriors (15) Necron Lord (Ressurection Orb, MindShackle Scarabs Sempiternal Weave) Ghost Ark DeathMarks (5) Cryptek (Harbinger of Despair, Abyssal Staff) NightScythe Necron Immortals (10) NightScythe Fast Attack Canoptek Wraiths (6) Whip Coils (2) Canoptek Scarabs (6) Heavy Support Annihilation Barge Annihilation Barge Doom Scythe/Doomsday Ark 1830 I just feel like the voltaic staff with 5 warriors would be a better unit for dropping off, and popping a nice vehicle of their, or crippling it in general for less points.
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This message was edited 4 times. Last update was at 2014/07/17 19:28:06
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![[Post New]](/s/i/i.gif) 2014/07/17 19:23:06
Subject: Re:1850 Necron Army list, New Player
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Discriminating Deathmark Assassin
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Get used to spending a lot of points in your HQ. Its part of what makes Necrons great is picking combos that really mix up what would otherwise be a static army.
I NEVER recommend the DLord. (Incoming!). The main reason is that he doesn't give access to a Royal Court. If you take home with an Overlord and the Court, your HQ points stack up pretty fast. 2nd reason, is that there are so many more benefits to putting the DLord in other units, that putting him with Wraiths is one of the weakest places to put him. 3rd reason, there are so many better units in the Dex to spend points on.
You'll probably end up getting one, and don't get me wrong, the DLord in a unit of Wraiths is fun. No one is surprised when they see the unit, and a good majority of players either ignore it, or just deal with it.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/07/17 19:41:28
Subject: Re:1850 Necron Army list, New Player
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Fresh-Faced New User
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Just made a whole new list with a Dlord before i saw ur post, then remember he can't take a court T_T, i'm omw to work, i'll have to rewrite my list now lol
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![[Post New]](/s/i/i.gif) 2014/07/18 01:13:33
Subject: Re:1850 Necron Army list, New Player
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Proud Triarch Praetorian
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Tols8189 wrote:Okay so I'm talking off the veil of darkness, I see exactly what you're saying. Definitely another thing I've overlooked in the book. Pop the unit out of the scythe, rape some terminators and use the scythe to go around shooting even when the unit dies as it probably will. What are terminators leadership though? Isn't it 9 or 10? That makes the staff pretty hard to get any kills as you need 5's or 6's.
Thank god Akar told you about ditching the Veil (I literally cringed when I saw you include that).
He also mentioned the clutch for this combo, but judging by the above comment, I'm going to guess you missed it, so I'll explain it a bit further:
The Death & Despair Squad™ (or D&D for short) is a unit of 5 or more Deathmarks joined by a Harbinger of Despair. Normally the Despair-teks's weapon, the Abyssal Staff, a S8 AP1 flame template, wounds against leadership. The combo comes from combining him with the Deathmarks, who have a rule called Hunters from Hyperspace (HfH). HfH allows a unit of Deathmarks to choose a target enemy unit to "mark". Any unit marked can be wounded on a 2+ by any unit of Deathmarks. Because the Despair-tek is also a member of the unit now, his AP1 flamer ALSO wounds on a 2+. When you stick the unit inside a Night Scythe, they have the ability to pinpoint insert next to a very hard infantry unit, find the best position to lay down their AP1 flame template that wounds on a 2+, then finish off anything that survives with 10 or more Sniper rounds (which get precision shot and AP2 on a roll of a 6) that also wound on a 2+. Terminators HATE this unit. As do Obliterators, and anything else with high toughness and a 2+ armor save.
Lastly, I'm putting almost 300 points into my HQ now which I'm feeling is a bit expensive. Would a destroyer lord fit better for less points in the wraith unit? Or can I get away with shaving down some things off the Overlord while still making him very effective? The points for phase shifter is kind of crazy and is whats making me think hes getting too expensive.
You know, if you dropped the Doom Scythe, you could take both?
If I was going to run this, I'd try the following-
HQ = 415
• Overlord ( WS, MSS, SW, PS, CCB) : 255
• Destroyer Lord ( WS, MSS, SW) : 160
Troops = 725
• 15x Warriors (Ghost Ark) : 310
+ Lord ( SW, RO) : 80
• 5x Warriors (Night Scythe) : 165
+ Storm-tek : 25
• 5x Immortals (Tesla) : 85
+ Despair-tek (Veil) : 60
Elite = 225
• 5x DeathMarks (Night Scythe) : 195
+ Despair-tek : 30
Fast = 305
• 6x Wraiths (2x WC) : 230
• 5x Scarabs : 75
Heavy = 180
Annihilation Barge : 90
Annihilation Barge : 90
Total = 1850
... though, it's a little lite on troops for my usual liking.
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![[Post New]](/s/i/i.gif) 2014/07/18 04:15:28
Subject: Re:1850 Necron Army list, New Player
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Fresh-Faced New User
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Let me first say, that when I read about how the death and despair worked, I literally jumped for joy. This is an AMAZING unit that is far more valuable then the points i'd pay for it. I played right of course. 100% keeping them in my army. Thank you so much guys for explaining that one, definitely a gem. The destroyer lord would be an amazing addition, and for the points, he's interchangeable with the Dark and the Dscythe if I ever decided to run it a bit differently. I love that list you've made, reducing the immortals a bit to get a storm-tek in there is exactly what I've been trying to do, I just liked the idea of 10 immortals. Would it be a problem to switch out the S weave for MSS on the lord in the blob? I rarely think I'll be wanting to take any save on the lord because I want him to be alive to the last man with that res orb, and atleast if they get charged, then the MMS can give them a good chance of surviving. Overall though, A++ thank you for all the help, keep it coming. Let me know if there are any other little tricks i'm missing like the death and despair unit. What I really like the most, is that every unit is so deadly that it's really going to make your opponent think carefully about who he attacks or be punished hard whenever it's my turn. Only prob is I don't have any anti air, or is that what the TL tesla destructors on the barges and N scythes for?
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This message was edited 1 time. Last update was at 2014/07/18 04:23:30
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![[Post New]](/s/i/i.gif) 2014/07/18 05:06:12
Subject: Re:1850 Necron Army list, New Player
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Discriminating Deathmark Assassin
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Tols8189 wrote:Only prob is I don't have any anti air, or is that what the TL tesla destructors on the barges and N scythes for?
Yes, but don't forget the random 'Skyfire' objectives that will pop up from time to time.
Honestly, Air is less of an issue in 7th and the majority of your concern should be on the ground, where the VPs are earned.
* Flyers can't score until they go to hover, and the Necron reputation for dealing with Vehicles makes most players worry about doing that. Once in Hover mode, you can deal with them then.
* FMCs can no longer charge when they switch flight modes, so MOST of the time you don't want to shoot them, even with Skyfire, in the chance that you will ground them, allowing them to assault in his turn. Like Hovering vehicles, just wait till they're down, then address the issue.
* Flying Assault Transports are the pains (Stormravens). They are worth killing, but will most likely jink with cargo aboard, since they will be able to deliver their cargo. These you will want to kill, or in the least Immobilize them in the hopes they will crash. Whether they are worth adjusting your list to deal with them is entirely dependent on how many are in your area. We're going to assume that it's not all that common, so recommend that you just go with what you got.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2014/07/18 05:16:26
Subject: Re:1850 Necron Army list, New Player
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Longtime Dakkanaut
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What Akar said.
One good strategy against Air is just ignore it. Focus on what you can kill efficiently. Planes can't score.
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![[Post New]](/s/i/i.gif) 2014/07/18 13:34:22
Subject: 1850 Necron Army list, New Player
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Fresh-Faced New User
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nightscythes are also fliers correct? So i'll b flying them 24 and dropping troops off in flier mode or does it have to be in hover mode?
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![[Post New]](/s/i/i.gif) 2014/07/18 13:46:01
Subject: 1850 Necron Army list, New Player
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On a Canoptek Spyder's Waiting List
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Scythes are only fliers. You can drop off troops from the scythe, but because of what many consider an incomplete necron FAQ you cannot embark back onto the NS. Necron fliers can't hover either.
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![[Post New]](/s/i/i.gif) 2014/07/18 16:21:35
Subject: Re:1850 Necron Army list, New Player
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Proud Triarch Praetorian
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Tols8189 wrote:reducing the immortals a bit to get a storm-tek in there is exactly what I've been trying to do, I just liked the idea of 10 immortals.
Well, you could always drop the Scarabs (and a single Whip Coil from the Wraiths) to bump the Immortals back up to 10?
(note: the VEIL-TEK goes with them so they can teleport around scoring, not the Storm-tek. The Storm-tek gets in the Night Scythe with the 5 Warriors).
Would it be a problem to switch out the S weave for MSS on the lord in the blob? I rarely think I'll be wanting to take any save on the lord because I want him to be alive to the last man with that res orb, and atleast if they get charged, then the MMS can give them a good chance of surviving.
You really should have Weave on him no matter what. If you want him to be the last man standing, giving him proper armor would be the best way to accomplish that (of the two 15 point items, the SW is the higher priority). But you can always drop 15 points off of something to give him both?
Only prob is I don't have any anti air, or is that what the TL tesla destructors on the barges and N scythes for?
Tesla Destructors are perfectly sufficient anti air.
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![[Post New]](/s/i/i.gif) 2014/07/18 18:34:02
Subject: Re:1850 Necron Army list, New Player
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Fresh-Faced New User
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The nightscythes snap shot fliers though because they dont have skyfire right
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