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![[Post New]](/s/i/i.gif) 2011/04/01 03:30:24
Subject: 1850 Necron Competitive (possible)
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Pulsating Possessed Chaos Marine
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I dont like the GK codex. Its not overpowered, just different and scary beacuse of a few crazy things they can do, but Im not quitting: I sold my GK army cause I just dont like the new models or how they play.... With that said heres my list idea that maxes out on jetbikes. Necron Lord with res orb and scythe 20 warriors 15 destroyers 9 heavy destroyers Im not seeing much in creativity and still winning with these outdated codexes but I basically went with the idea of obliterators from chaos and went from there, maxing out things that had the longest range. Mobility is key, and Necrons just dont have it.
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This message was edited 1 time. Last update was at 2011/04/01 03:30:50
Chaos daemons 1850
Chaos Marines 1850
2250+
2500++ (Wraithwing)
I moved so starting from scratch. These were the armies I had, rebuilding my Chaos. |
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![[Post New]](/s/i/i.gif) 2011/04/01 03:39:38
Subject: Re:1850 Necron Competitive (possible)
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Regular Dakkanaut
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Just because my opponents weren't ready for it I had alot of luck with a Destroyer lord with a res orb warscythe and phase shift. Alot of points but I hid him with 3 wraiths and managed to cut down 5 TH/SH termies, and a dev squad and immobilize a rhino before those lads got shot down last game.
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This message was edited 1 time. Last update was at 2011/04/01 03:39:55
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![[Post New]](/s/i/i.gif) 2011/04/01 03:54:42
Subject: Re:1850 Necron Competitive (possible)
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Pulsating Possessed Chaos Marine
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Nebulas1 wrote:Just because my opponents weren't ready for it I had alot of luck with a Destroyer lord with a res orb warscythe and phase shift. Alot of points but I hid him with 3 wraiths and managed to cut down 5 TH/SH termies, and a dev squad and immobilize a rhino before those lads got shot down last game.
Removing 1 heavy destoyer and 1 regular i think that would allow the lord to take the gear and allow room for 1 or 2 more warriors....good advice!
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Chaos daemons 1850
Chaos Marines 1850
2250+
2500++ (Wraithwing)
I moved so starting from scratch. These were the armies I had, rebuilding my Chaos. |
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![[Post New]](/s/i/i.gif) 2011/04/01 04:17:37
Subject: 1850 Necron Competitive (possible)
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Sinewy Scourge
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Might want 1 more Warrior squad at 1850, unfortunately that means dropping a few Destroyers. The problem with Necrons is you can't get a scoring unit into the enemy deployment zone if you deploy defensively. The other problems include your Warriors being underpowered compared to a Tactical squad or Vet unit. I know your trying to counter that with the wonderful Destroyers, but if those 20 Warriors die you will be stuck trying to table in Objectives. I hope Necrons get their own version of the personal Teleporter's Shunt move in the new 'dex as that is quite thematic for the Egyptian Terminators who supposedly mastered it at the molecular level. I don't own them per se, but I tend to play them a bit and I win by embarrassing margins, at least the other 3rd edn codices had mechanization.
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This message was edited 1 time. Last update was at 2011/04/01 04:19:00
Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
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![[Post New]](/s/i/i.gif) 2011/04/01 18:05:22
Subject: Re:1850 Necron Competitive (possible)
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Pulsating Possessed Chaos Marine
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"Might want 1 more Warrior squad at 1850, unfortunately that means dropping a few Destroyers"
This statement made me tweak the list a bit.
Necron Lord with Destroyer body, wartscythe, phase shift, res orb
3X 10 warriors
10 immortals
10 Scarabs with disruption
2X 4 Destroyers
2X 2 heavy destroyers
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Chaos daemons 1850
Chaos Marines 1850
2250+
2500++ (Wraithwing)
I moved so starting from scratch. These were the armies I had, rebuilding my Chaos. |
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![[Post New]](/s/i/i.gif) 2011/04/01 18:26:12
Subject: Re:1850 Necron Competitive (possible)
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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OP:
I'm torn in the advice to give you. You said "competitive" in your title, but then posted this list....which is definitely not competitive. Do you want advice on how to make a competitive Necron list, or advice on tweaking your destroyer wing? Necrons used in the same sentence as "competitive" is already a dangerous statement.
Necrons *can* clean house, but it takes an intimate understanding of movement and assault mechanics.
I believe in the principle of taking as few necron models as possible to make more models out of what I have be killed before I phase out. My 2k Necron list has 32 necrons in it. 11x Warriors, 12x Warriors, 9 wraiths, and a destroyer Lord. i can lose all my warriors and not phase out. I can lose all my wraiths, destroyer lord, and a warrior unit and still not phase out.
Edging Necrons towards competitiveness means mobility - and Necrons *do* have it. You can teleport any unit 18" away and through a Monolith, drastically changing the battlefield. Their mobility comes in a different form than other armies - you just have to understand and use it.
Additionally, you've been advised (and subsequently taken) the advice to add more warriors. Necron Warriors are 18 points apiece, overcosted, underperforming, and should only appear in Necron armies because they are mandatory troop choices. A single monolith deep-striking onto the table, or moving up the table gives a warrior squad range to get to objectives that marching onto would take time to do.
My Necrons are undefeated. By anyone, anywhere. There are armies that are *significantly* difficult matchups, and I'm not arguing that Necrons are awesome. Last night I played a 2k point game against a pretty good kan-wall. 9x killa-kans, 2 deffdreads, 60 boyz, 20 gretchin, two units of 8 Lootas, and 3 individual units of deffkoptas.
When the game ended, he was down two units of 30 boyz, 6 killa-kans, three deffkoptas, a big mek...and I hadn't lost a single model. I win a lot of necron games with only losing a model or two. In part....because of Monoliths. A Lord with a rez orb is great for insuring you get a WBB. A monolith gives you a second WBB. It also gives you incredible offensive power with its weaponry and teleport....and incredible defensive capabilities with its sheer size and ability to block off portions of the battlefield, block LOS on the go, have living armour, and teleport.
If you're going to play Necrons, go all out. Make an army designed to destroy. If you want destroyers....go all out with them. There's no reason on earth you should EVER be taking a third unit of warriors, two is bad enough. Either you're beating face and the warriors you do have will get the job done, or you're getting your face beaten in, and 180 points worth of warriors are a liability when you could have put those points into something more specialized.
That's my advice.
If you're trying to tweak your destroyer wing....FOCUS on your destroyers. Max them out. 20x warriors and that's it unless you have odd points to fill.
If you're looking to get competitive with Necrons, you need monoliths - and something to protect your monoliths. Yes...Mephiston can put some STR10 hurt on your monoliths. But if he's tied up in combat with 9 wraiths (or just 3) until he's dead that keep teleporting out of combat and charging back into him on your turn...Mephiston isn't doing anything to the monoliths.
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![[Post New]](/s/i/i.gif) 2011/04/01 18:33:12
Subject: Re:1850 Necron Competitive (possible)
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Pulsating Possessed Chaos Marine
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So I like the original list so heres the final tweak:
Lord on Destroyer body ,phase, res orb warscythe
20 warriors
15 destroyers
4 heavy destroyers
monolith
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Chaos daemons 1850
Chaos Marines 1850
2250+
2500++ (Wraithwing)
I moved so starting from scratch. These were the armies I had, rebuilding my Chaos. |
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![[Post New]](/s/i/i.gif) 2011/04/01 21:51:07
Subject: 1850 Necron Competitive (possible)
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Dakka Veteran
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That's as good a starting point as any. I imagine you'll find that against armies that care about the 9/2 shot from a HeavyD they'll all be on the ground in short order. But that's a lesson you have to learn from experience.
The easy variant if that happens is - 4 HeavyDs + Monolith. Another option past that is to remove the Lord and add the Deciever, and then walk him behind the two Monoliths. Remember, the important parts of your army are all T5 so shooting that denys WBB is rare. And if you get Destroyers assaulted you are doomed anyway. Since the Warriors will be in reserves and likely cowering in a corner until it's time for teleports to objectives, an Orb isn't critical like it was in the phalanx days.
The other two power builds are 30 scarabs and 9 spyders, or Dash's 9 Wraiths 3 Monoliths. Both don't spend that many points on the FA/HS core so you have a substantial amount for Immortals, C'tan, and a Lord.
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![[Post New]](/s/i/i.gif) 2011/04/01 23:29:08
Subject: 1850 Necron Competitive (possible)
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Pulsating Possessed Chaos Marine
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The Grog wrote: Remember, the important parts of your army are all T5 so shooting that denys WBB is rare. And if you get Destroyers assaulted you are doomed anyway. Since the Warriors will be in reserves and likely cowering in a corner until it's time for teleports to objectives, an Orb isn't critical like it was in the phalanx days. . Whoa.....We'll be back ignores ap weapons. With all the assaulting armies ive come up against with my other armies the rez orb is my must have still, as the destroyers most likely wont be wiped in 1 turn of combat and will get back up and keep fighting.
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This message was edited 1 time. Last update was at 2011/04/01 23:34:53
Chaos daemons 1850
Chaos Marines 1850
2250+
2500++ (Wraithwing)
I moved so starting from scratch. These were the armies I had, rebuilding my Chaos. |
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![[Post New]](/s/i/i.gif) 2011/04/01 23:53:27
Subject: Re:1850 Necron Competitive (possible)
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Adolescent Youth on Ultramar
Michigan
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I use Necrons all the time and do extrememly well with them.
Look up "Fritz 40k Necrons". The tactics he uses will put you way ahead of the curve.
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![[Post New]](/s/i/i.gif) 2011/04/02 02:20:27
Subject: 1850 Necron Competitive (possible)
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Dakka Veteran
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Defeatmyarmy wrote:The Grog wrote: Remember, the important parts of your army are all T5 so shooting that denys WBB is rare. And if you get Destroyers assaulted you are doomed anyway. Since the Warriors will be in reserves and likely cowering in a corner until it's time for teleports to objectives, an Orb isn't critical like it was in the phalanx days.
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Whoa.....We'll be back ignores ap weapons. With all the assaulting armies ive come up against with my other armies the rez orb is my must have still, as the destroyers most likely wont be wiped in 1 turn of combat and will get back up and keep fighting.
Yes, you likely will be wiped in one turn unless it's 3 tac marines or something. You'll either die in one round, or get stuck in melee against some remnant squad and get wiped when the reinforcements get there next turn. Destroyers are never going to beat anything more dangerous than a bunch of Tau, so they are nearly out of the game even if they don't die. Also, your rez orb can only be in one place at one time. You usually don't want to be doing that with Destroyers, increases the chance of you getting pinned in a corner and assaulted since the enemy's entire army is chasing you.
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