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![[Post New]](/s/i/i.gif) 2010/11/18 01:21:16
Subject: 1500 point Necron Anti-Guard
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On a Canoptek Spyder's Waiting List
Vancouver, B.C.
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HQ:
Necron Lord
Res Orb
Veil of Darkness-200
Elite:
8 Immortals-222
Troops:
32 Warriors-596
Fast Attack:
6 Destroyers-300
Heavy Support:
3 Heavy Destroyers-195
Total 1498
The point of this army is to put the warriors and destroyers into a block in the middle of the field, and then have the lord and the immortals pop around the field taking care of HQ or artillery. The Lord/retinue would be anti HQ, the Destroyers would be anti Heavy Weapons, the warriors would be anti infantry, and the Heavy Destroyers would be anti tank/monstrous creature. What do you guys think?
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1500 Point Necron |
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![[Post New]](/s/i/i.gif) 2010/11/18 07:53:16
Subject: 1500 point Necron Anti-Guard
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Nasty Nob on Warbike with Klaw
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you need to fill the FoC, min 1 hq and 2 troops.
I find destroyers work better than heavy destroyers
the trick vs guard is to make their tanks junk not necesarily wreck them, just make them junk
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![[Post New]](/s/i/i.gif) 2010/11/18 08:14:43
Subject: Re:1500 point Necron Anti-Guard
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Sneaky Striking Scorpion
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Let's assume the warriors are split into enough groups to satisfy the FoC.
Without Monolits your Warriors are walking pie-plate targets. I don't think this will do very well against guard. Since you have no targets for the big guns, they will be shooting at the heavy destroyers and probably managing to kill quite a few of them.
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War is my master; Death my mistress - Maugan Ra |
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![[Post New]](/s/i/i.gif) 2010/11/18 08:42:52
Subject: 1500 point Necron Anti-Guard
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On a Canoptek Spyder's Waiting List
Vancouver, B.C.
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that wasnt the squad listing, id split them into 1x10 and 2x11. I think with a monolith it would just be a magnet for shots. Destroyers can duck out of line of sight, and then strike on turn 2. So maybe put the warriors in reserve
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1500 Point Necron |
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![[Post New]](/s/i/i.gif) 2010/11/18 11:46:59
Subject: 1500 point Necron Anti-Guard
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Tunneling Trygon
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Necronicus wrote:that wasnt the squad listing, id split them into 1x10 and 2x11. I think with a monolith it would just be a magnet for shots. Destroyers can duck out of line of sight, and then strike on turn 2. So maybe put the warriors in reserve
Let them shoot the monolith. It means the warriors and destroyers are unscathed. Killing a lith with living metal rules is far from easy and will take a barrage of shots to down. Better choice than 3 heavy destroyers which are far more vulnerable. Split warriors into 3*10 and take skimmer body for lord. Not sure how immortals pop around the board wthout a lith; they're no quicker than warriors.
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This message was edited 1 time. Last update was at 2010/11/19 12:02:39
"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2010/11/18 11:51:20
Subject: 1500 point Necron Anti-Guard
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Sneaky Striking Scorpion
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ruminator wrote:
Not sure how warriors pop around the board; they're no quicker than warriors.
I assume you mean Immortals?
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War is my master; Death my mistress - Maugan Ra |
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![[Post New]](/s/i/i.gif) 2010/11/18 13:15:44
Subject: 1500 point Necron Anti-Guard
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Plummeting Black Templar Thunderhawk Pilot
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If it was me, i'd drop the heavy destroyers (and a warrior or two) to fit a monolith in. Even if you don't fire the Particle Whip, the monolith can act as a "recycler" against the inevitable swathe of ordanance headed your way.
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![[Post New]](/s/i/i.gif) 2010/11/18 13:59:37
Subject: 1500 point Necron Anti-Guard
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Irked Necron Immortal
Rhizome 9
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If you're looking for anti guard list, what you want is monoliths. Most anti infantry units don't go much higher than STR 8(Leman Russ Executioner or Battle Cannon) while the usual tank killing weapon, Meltas, don't get 2d6. You migt have a few lascannons in that list somewhere, but hitting on 4+ and penetrating on a 6+ is nothing to change your list over.
There are few things that have a good chance to destroy a monolith. Anything that can(vindicator, demolisher) just make that a priority target.
Your guass flx arcs here are very good. It's hard to find anything with a 4+ save, and glancing on 6 means you have a great chance to stop some tanks, and maybe even penetrate them . While you're at it, if you move just right you can also ram tanks, and if you pull off an automatically hitting STR 7 hit. And you can also use the power matrix for some teleporting fun.
You're goal is to stop these vehicles from shooting. And although you're not getting any kill points, they probably won't get any off you. You acn usually glance some vehicles to death, but if you have some close combat dudes like the deciever or wraiths, then you can usually expect to knock out tank each turn.
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![[Post New]](/s/i/i.gif) 2010/11/18 19:53:25
Subject: 1500 point Necron Anti-Guard
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On a Canoptek Spyder's Waiting List
Vancouver, B.C.
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a skimmer lord is just a target. the Veil of Darkness tactic actually works great against T3 Sav5+ (I tried this against Tau). But i agree with the monolith taking place of the heavy destroyers. So the monolith will be the focus of all the shots, and the lord will pop around the field killin 10-15 models a turn.
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1500 Point Necron |
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![[Post New]](/s/i/i.gif) 2010/11/18 20:16:31
Subject: 1500 point Necron Anti-Guard
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Regular Dakkanaut
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The idea behind a Monolith IS to take tons of fire and absorb it keeping your destroyers and warriors alive longer to phase out by rd 3
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![[Post New]](/s/i/i.gif) 2010/11/18 23:34:16
Subject: 1500 point Necron Anti-Guard
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Ork Boy Hangin' off a Trukk
in the stomp'n center of da WAAAAAAGGH!!!!
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maby even 2 monoliths would be worth it because gaurd scince they rely on plasma so much, if you see any vendettas take those down with the destroyers, 3 tl lascannons is not cool for any av
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This message was edited 1 time. Last update was at 2010/11/18 23:34:45
"I dunno wot you been told,
stormboyz mobs is mighty bold.
We're da hardest of da lot.
We make you look like gorts.
5,000 orks
2,500 black templar
1,000 pts of Sprue-crons |
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