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![[Post New]](/s/i/i.gif) 2011/11/05 04:32:34
Subject: New Necrons, 2k, no Stormlord!
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Longtime Dakkanaut
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So, i figured i'd try, since everyone else is. I think the Stormlord is good, but i thought i'd try a list without him. I wrote this ealrier when i had access to the book, so i think everything is right points-wise.
HQ:
Overlord, warscythe, command barge - 180
1 Crytek, eldric lances, solar pulse - 55
Overlord, warscythe, command barge - 180
1 Crytek, eldric lances, solar pulse - 55
Elites:
1 Triarch Stalker - 150
1 Triarch Stalker - 150
1 Triarch Stalker - 150
Troops:
5 Warriors, Ghost Ark - 180
5 Warriors, Ghost Ark - 180
5 Warriors, Ghost Ark - 180
5 Warriors, Ghost Ark - 180
5 Warriors - 65
5 Warriors - 65
Fast:
8 Scarabs - 120
Heavy:
2 Canoptek Spyders, 1 with a 10 point upgrade (forget what its called, lol, no codex on me at the moment) - 110
=2000
So, the plan is to have 1-2 possible turns of night fighting. 1 should be enough most of the time, but depending on how the game is going, i might want a second one.
Because the Necrons can have issues actually killing tanks (they can glance them okay, but actually killing them can be tricky), i wanted to make sure i had a large number of anti-tank options. The Stalkers and the Overlords provide this nicely. The overlords can effectively kill or heavily damage 1-2 tanks in one turn if they fly over one and assault the other, though most of the time i'll probably only be able to do the fly over. D3 hits with S7+2D6 to pen should mess a tank up pretty good. The stalkers each have 2 multi-meltas, on them, which is awesome. All 5 units are AV13 until penned, which means they should last a little while at least. These five units will probably move up in the front of the army.
Behind them come the scarabs and spyders. 8 scarabs isn't that many, but each turn i gain 2D3 more so long as both Spyders are alive. I plan on hiding the Spyders and the scarabs behind the stalkers for the first few turns to give them a cover save if possible, and have them beast out when the time is right (whenever i end the night fighting, probably). By turn 3 i should i have generated 9 more scarabs if the Spyders are allowed to survive.
Behind all of this comes the 4 Arks and the warriors inside them, which go shoot Gauss at stuff and go get objectives. Yes, 5 warriors are easy to kill, but they will never be leaving their arks until they are destroyed, and if you do not entirely wipe their unit, i'll save 1/3 of the dead ones, and then return D3 to their number with a surviving Ark. If they do wipe the unit, that's shooting that didn't go towards my scarabs and other, actually useful units, so i'm probably okay with it (because by that time i've probably either already won, or lost, since they have to hack through the rest of my army to get to my troops).
Finally the 2 5 man warrior squads without transports each get a Cryptek joined to them, and sit in the back of the field in cover, holding an objective. Somebody has to do it, afterall, so it might as well be a 65 point unit with a 35 point AP2 missile launcher.
So, basically, i spend 1-2 turns moving forward into midfeild, using night fighting to negate as much shooting as possible. By turn 3, my stalkers should be in the middle of the board, with melta range on anything in midfield, and in shooting range of most everything else. My overlords will be in position to either 24" and hit something as they fly over it, or--if i feel its worth maybe losing the lord next turn--to move 12", hit something, get out, and assault it/something else. The scarabs should also be in midfield by now, and in assault range of most of the board (18-24" away). And, unless the enemy was able to kill off the 2 spyders, or seriously hurt the scarabs, i should have about 15 or so scarabs ready to go. The ghost Arks will also be in midfeild now, and continue to make their way towards objectives, and attempting to rapid fire at any infantry my 5 tank hunting vehicles (3 stalkers, 2 overlords) have disembarked, or at tanks hoping to glance them (or pen if the scarabs have eaten the armor).
Anyway, i see this being a at least viable build for Necrons, and wonder what other people think.
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![[Post New]](/s/i/i.gif) 2011/11/05 04:49:23
Subject: New Necrons, 2k, no Stormlord!
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Sword-Bearing Inquisitorial Crusader
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5 man +4 save squads die with one heavy flamer, considering your army is built to zone your opponent , I would rethink the 5 man squads. Also, you have to consider when you're in melta range for the Stalkers, they're also near melta range to your vehicles. You really have no good effective anti troop, the warriors don't get enough shots, scarabs are good but mainly just tie up units and whittle them down slowly. Once you start losing Stalkers you're going to lose big chunks of your ability to pen armor, and also they're almost 1/4th of your list's cost.
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![[Post New]](/s/i/i.gif) 2011/11/05 04:52:06
Subject: New Necrons, 2k, no Stormlord!
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Dour Wolf Priest with Iron Wolf Amulet
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I don't think this is as viable as you believe it to be. It might do well in objectives, but I could steamroll this pretty easily I imagine. I'm not familiar enough with the new Necron book to offer my own suggestions for changes, but I'd consider taking more Scarabs as a start.
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![[Post New]](/s/i/i.gif) 2011/11/05 05:14:40
Subject: Re:New Necrons, 2k, no Stormlord!
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Blood Angel Terminator with Lightning Claws
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I can see where you are going with this, but I'm not sure if it will work. Ghost Arks really aren't that great in my opinion. I forgot exactly what gun they have, but they seem overcosted when compared to the Night Scythe. I think it would be better to put 5 man Warrior Squads into Night Scythes as a start and get more Scarabs. Once the scarrabs wittle down vehicle AV the Strength 7 on the Night Scythe seems a lot better. I didn't know the Spyders could regen Scarabs every turn..You need more Scarabs without a doubt.
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![[Post New]](/s/i/i.gif) 2011/11/05 05:23:53
Subject: Re:New Necrons, 2k, no Stormlord!
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Avatar of the Bloody-Handed God
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Geez thats alot of ghost arks. its essentially 10 more warriors for only 115pts and can repair. Not to mention tough!
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ʳʷ ᵖˡᵃʸ ᵖᵃᵘˢᵉ ˢᵗᵒᵖ ᶠᶠ |
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![[Post New]](/s/i/i.gif) 2011/11/05 05:32:31
Subject: New Necrons, 2k, no Stormlord!
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Longtime Dakkanaut
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@Kreedos.
I get what your saying with the flamers, but how are heavy flamers going to get to my warriors? They'll be in the back, probably inside their Arks. Anything i can think of with a heavy flamer fast enough to do any damage are land speeders, which will probably be gauss-ed to death/suppressed by...anything in my army. Also, are the warriors really worth killing if anything else is alive? I'm not sure they are.
Similarly, what is going to melta my walkers before i get in range? land speeders, i suppose, and other things with Multi-Meltas, but not much else. The AV13 and Living Metal helps me ignore everything thats not melta, so really i just have to be afraid of things in 6", which are probably sacrificing themselves to kill my walker. Plus, i'm pretty sure the scarabs would be out in front at that point of the game, so it might be hard to even get to the walkers.
As for anti-infantry, the stalkers are actually not too bad with their flamers, and they twin link everything nearby, which will help the Gauss kill stuff. the CCBs have decent anti-infantry weapons on them, and the overlords can fly over them and kill stuff pretty well (basically D3 dead things a flyover). Plus, how many competitive infantry lists do you really see out there? BA DoA and terminator armies are the main one i can think of, and i think i could handle those alright with what I've got.
Everything in this army can at least glance a tank. VS everyone but GK, that's enough most of the time. If the scarabs aren't killed before they reach the enemy, there is a good chance they will mess up the armor enough so that anything can easily pen most tanks the enemy has. The overlords can also hurt tanks very well. Even the warriors will probably get 1 glance if they rapid fire, and so will each side of the flayer arrays.
@Andilus: What would steamroll this? There are 9 AV13 vehicles and 40 other models, all of which can kill (or stun) tanks and infantry reasonably well.
I realize 8 scarabs isn't that many, but at 15 points a peice, they can add up fairly fast. Obviously there needs to be some play testing, but i think having 8+2D3 a turn will be enough to keep them alive until they want to charge tanks (especially since i get 1-2 turns "protected" by night fighting) , and after that they're probably dead anyway. This isn't a scarab army, its an army with some scarabs. If the enemy wants to kill my bugs, that's fine, as they require enough firepower to get rid of that it means my other stuff isn't getting hit. That being said, i'd probably toy around with bringing another 150 or so points worth of scarabs/spyders instead of a stalker, or something like that.
@Red Comet: I really don't like the idea of the night skythe at all. AV11 with no shielding means they die very easily, and become the main targets for most of the long range anti-tank (because why shoot at 13 when you can shoot at 11). Yes, i suppose they can move 24" or so and get the 4+ cover, but even then they wont last long, and when they die everyone inside goes into reserves. unless im mistaken their gun is a tesla weapon, which means its AP-, and if therefore bad at killing tanks at all.
The Ghost Ark has 2 sets of 5 gauss flayers, which can glance on a 6. If they rapid fire, they should get 1 glance, and so should the squad inside. This doesn't seem that bad to me at all. Plus, they can heal my warrior units if i need them too, which is always nice.
Since most tanks are around AV11, all i have to do is lower the value by 3 (to 7) in order for my gauss weapons to become auto cannons. That seems good enough to me.
Anyway, those are more of my thoughts on this list. I'm not saying this list is awesome or anything, as its what i came up with on my first look at the codex, but i think it is at least "decent," and i think it could seriously mess with some of the armies out there.
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![[Post New]](/s/i/i.gif) 2011/11/05 05:56:58
Subject: Re:New Necrons, 2k, no Stormlord!
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Nasty Nob on Warbike with Klaw
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Dark Eldar might be a problem, because their night vision rule allows them to re-roll night fighting rolls, and if your opponent takes Lord Sliscus as one of his HQ's, every Venom, Raider and Ravager in the army gains deep strike, so they could drop behind your front line and deal with your warriors, then take out your big stuff with blasters and dark lances while keeping you at arm's length with nigh shields, which shorten your shooting weapons' ranges by 6".
Or you could get mobbed by green tide Orks who don't give a crap about shooting, or speed freaks Orks who can deff rolla you off of the table.
Of course, I haven't read the new Necrons Codex yet, so I could be wrong.
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WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! |
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![[Post New]](/s/i/i.gif) 2011/11/05 05:59:38
Subject: New Necrons, 2k, no Stormlord!
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Sword-Bearing Inquisitorial Crusader
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First off, I play Sisters of Battle as my main army, my heavy flamers will always get you, even in the back aka outflanking dominions. I kit every troop squad I have with 1 heavy flamer, and GK Incenerators are worse than my flamer for sure.
Secondly, anything in a Rhino nowadays basically carries 1x Melta 1x Combi melta as a basic tac squad set up for; Vanilla Marines, CSM squads and Sisters, just to name a few. Rhinos can move 12 disembark, and fire 12 with melta guns with a 2 inch disembark and about an inch and a half for rotating, you're looking at something like a 26 inch firing range for Melta guns in a Rhino, even with nightfight on 12 inches isn't hard to test for.
I'm basically saying you can't play as aggressive as you'd like with a list such as this. You would need to try and use mobility and gun down as many threats to your armor as possible, before moving in and zoning your opponent. So basically, you're still missing a good ranged element to back up the rest of your army and ensure heavy threats to your Stalkers are taken out.
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This message was edited 2 times. Last update was at 2011/11/05 06:01:04
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![[Post New]](/s/i/i.gif) 2011/11/05 06:22:21
Subject: New Necrons, 2k, no Stormlord!
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Been Around the Block
Dubai, UAE
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A couple of notes
Firstly, before I move onto the actual list analysis, i'd like to point out a few things that everyone should see happening on the table top. Everyone who presents an army that wins tournaments are now MECHANIZED, why? Because they've figured out that mobility is everything as the game stands if you can out-manouver your opponent you've beaten him and the unfortunate truth with your list is that nothing is really that fast. If your gonna play your arks as you said "Keeping them behind" then why have them in the first place if not you get your troops into positions over the table as fast as possible? Your warriors would have a better time on foot with increased numbers. Your overlords are OK being ontop of their barges but then as you advance theres only really two options for your opponent to shoot at, your overlords and your stalkers, neither of which i'm assuming you want to lose and both of which best right up in your opponents face. With the guard, say hello to the russes and lascannons and grenadelaunchers etc. With the Dark Eldar, say hi to the dark lance spam, with the marines, wave kindly at the misslelauncher/lascannon, razor spam of hell, with the Tau, curl up in a ball and cry. I hope you see what i'm getting at with this. It seems to me that your scarabs are the only truely 'fast' thing around and are likely to be totally ignored anyway if your advancing your lords and stalkers aswell while keeping the rest of your army out of range and at the back of the board. Your scarabs will then be shot up or charged to death by one unit alone after your stalkers and lords are down. Then it's just a matter of advancing slowly up the board using their long range weapons and blast template to completely screw your static warrior line and keeping away from charging spyders doesn't take an amazing tactician. With a static gunline from guard or Tau this list is screwed, with a razor spam this list is screwed, against CCS that can get stuck-in super-quick (BA) this list is screwed and that's all because you can't present enough high-strength weaponry (gauss weapons will only take you so far) and fast moving units.
List analysis
I honestly don't believe that arks are going to be too good on the table, they're one of those models that look awesome on paper and as actual models when you build them but then fail to make their points back as their essentially AV 11 and open topped and that quantam shielding isn't going to help for too long against missle launcher spam or lascannon equivalents. To me the doomsday ark seem a whole lot better providing you with a way to squash elites, landraider equivalents and whole swaths of units in one shot at 72" which basically covers most tables. That ontop of the fact that it can still move and rape termies or the sort if they get too close. The descision to me seems obvious here, but that's just me.
Your overlords are fine, their nice and cheap (for 'crons) and should fare well. I'm a sucker for the new ICs and theirs no way i'm gonna not field Trazyn in anything above 1000 pts but that's just me, and my love for mind games. I would have definately spammed more crypteks if you have the points (if you drop the arks you should) and given them perhaps the veil option to deepstrike with a unit of immortals or something else that can shoot and is nice and tough, and use the second ability to make his units turn tail and run, on turn 1. Awesome against gunlines, I should think, which are normally right up against the board edge anyway.
I just flipped over the stalker page and they don't look too bad but if their function is to kill infantry then they wanna be right up against your opponent's line, somewhere most of your other units don't wanna be considering 'crons are, for the most part, a shooty army. You could test them, my interpretations of these units are generally wrong, but I think the triach praetorians will definately prove to be the most useful elites as well as the most flexible. Stalker minis look great though so, iunno you choose.
Now that immortals are troop choices and only require I minor bump in points above warriors to field I find myself delving really deep in my mind to find a reason not to field them seeing as your warrior squads are already so small and their lower point costs, I presume, were intended to make 'cron players field them in large units. I see it sort of like the Vet, Infantry Squad situation for the guard. At a not too terrible point increase you get better guns and more killing potential aswell as better armor.
Scarabs are AMAZING with the new spyder rules and I foresee them being in all of my lists that points are hanging about. 8 scarabs is fine to me seeing as spyders can actually bolster their numbers beyond their starting figure. BUT it breaks my heart to think that anyone would drop destroyers just because theirs so many new units to choose from. Their still hands down one of the most cost-effective, versatile units in our codex. AND they have preffered enemy against everyone which means they re-roll hits (I see the use of stalkers fading away) and ontop of that they can deepstrike! Maybe doing so isn't always the most tactically sound plan but it's still viable seeing as they can't turbo-boost anymore and whatnot.
Overall, it isn't a bad list, I actually quite like it. However, it seems to me as if you fell into the trap of taking everything that looked cool and flashy and perhaps added a little flavor to your army. I think dropping the stalkers, arks and perhaps a couple of warriors to make room for immortals, praetorians and destroyers will make your list a lot more competative. Ofcourse this is just my $0.02 so take the advice if you want to, don't if you don't.
P.S. I don't see how with your current list your in a position to take on terminator heavy lists or BAs as you previously stated. You havn't got enough warscythes or AP 2 weapons to down termies, flamers and normal gauss shots do very little, scarabs even less and spyders will get shot before they get stuck in. BAs will outmanouver you and be at your front lines in 2 turns tops and if your opponent has half a brain he'll use his extended movement range from jetpacks to remain out of sight or gain a lot of cover while his dreads or preds shoot the living day lights out of you.
Good luck with your army,
KsTracer.
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This message was edited 4 times. Last update was at 2011/11/05 06:50:13
"A lost battle is a battle one thinks one has lost."
Jean-Paul Sartre
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![[Post New]](/s/i/i.gif) 2011/11/05 16:18:49
Subject: Re:New Necrons, 2k, no Stormlord!
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Sneaky Striking Scorpion
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I'm no expert, but I'd recommend switching a couple of those warrior squads (the ones not in ghost arks) for immortals - they provide great fire against tougher foes like marines when equipped with teslas for the same points - 130pts for 10 warriors (your two 5-man squads), or 136pts for 8 immortals who should do way more damage. I also think that four ghost arks is a lot of points, that's 460pts - nearly quarter of your army list - transporting 20 warriors which could be in two ten-man squads, needing only two arks. Although having four ghost arks is probably better for objectives...
With regards to the triarch stalkers, it may be better to get more close combat support - perhaps drop a couple of them for lychguard/praetorians? Or flayed ones if you're struggling for points.
And about the crypteks - I'm pretty sure the codex says you can't take the same upgrade twice, i.e. you can have two crypteks that are the same harbinger type, just not with the same upgrades.
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![[Post New]](/s/i/i.gif) 2011/11/05 16:49:19
Subject: New Necrons, 2k, no Stormlord!
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Nihilistic Necron Lord
The best State-Texas
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I'd start by eliminating at least one Ark, and your two sets of straggling warriors. I'd then bump the other 3 Arks up to 9 warriors, and hitch a Cryptek with an Eldritch Lance on each one. This will help with Anti-tank slightly.
I'd say Three Triarch Stalkers may be a bit overkill, but I see where you are going with it. Personally, I'd upgrade to the Twin Linked Heavy Gauss cannon. You really want this to stay alive for the targeting array benefit he provides, and you don't want him to get into melta range to use his own.
I'd really try for another squad of Scarabs, It should help with the Anti-tank.
I would try to fit in a Doomsday Ark if you could as well, the thing is pricy, but we don't have anything else in our army with that kind of range. It's got a pretty decent chance of busting tanks, and will decimate any infantry.
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![[Post New]](/s/i/i.gif) 2011/11/05 16:57:36
Subject: New Necrons, 2k, no Stormlord!
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Haemonculi Flesh Apprentice
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I like the multiple arks, I think spaming armor 13 with a crew inside that can fire anti tank weapons is sick....
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This message was edited 1 time. Last update was at 2011/11/05 16:59:10
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![[Post New]](/s/i/i.gif) 2011/11/05 17:35:02
Subject: New Necrons, 2k, no Stormlord!
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Irked Necron Immortal
Rhizome 9
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This list lacks any punch. Sure you make things twin-linked, but then what? Look out you have some gauss flayers coming your way.
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![[Post New]](/s/i/i.gif) 2011/11/05 17:40:54
Subject: New Necrons, 2k, no Stormlord!
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Regular Dakkanaut
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The list looks decent enough to me. Very slow and purposeful, but will consistently whittle down the enemy while taking very little damage in return.
Drop one of the Triarch Stalkers, and maybe one of the Spyders or Ghost Arks, and add in a few more Destruction Crypteks and a whole bunch of Scarabs. 15 points for a 3W swarm with 3+ cover saves? It's my inclination to think that 10 of those will do more damage than 1 Triarch and last a lot longer to boot.
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![[Post New]](/s/i/i.gif) 2011/11/05 18:06:20
Subject: Re:New Necrons, 2k, no Stormlord!
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Trazyn's Museum Curator
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MSU with warriors is NOT a good idea. All it takes is 5 kills and you don't get their RP.
This list looks fairly weak, imo. Not that much hitting power.
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This message was edited 1 time. Last update was at 2011/11/05 18:07:07
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2011/11/05 18:35:23
Subject: New Necrons, 2k, no Stormlord!
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Longtime Dakkanaut
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Okay, here we go:
@warpcrafter:
I'm not sure you guys really understand what i'm talking abput here. I guess i didn't explain it well enough.
Dark Eldar would be annoying, as they would pretty much ignore the night nighting entirely on everything but their ravagers, which would probably still be too far away in the first few turns.
Thankfully, lances have AV12+, which is my whole army (9 tanks). If we assume the DE have 20 dance lances that are able to fire at me on the first turn, they should get like 4 pens on AV13(really 12, because of lance). So, they might kill 2 of my tanks in that first turn, assuming they focus fire on the AV11 once the shields go down. We can also assume that any vemons might have killed 2 of my warrior squad, though this is actually difficult to do, since venoms can only shoot if they move 12 or less, which means they may not all be able to see my units in the back of my deployment zone.
What happens then? Because of night fighting they are most likely about 24" away from me. the units using blasters are even closer (<18"  .
Then, everything in my army proceeds to kill a skimmer. The stalkers have Multi-meltas, which will tear through AV11 and kill the vehicle on a 3+. The overlords only need one flyover hit to probably get 1 pen and destroy a skimmer on a 4+. The Arks shoot Gauss at them, getting about 1 glance for every 10 shots. A glance is usually enough, since it at least stops them from shooting most of the time. 9 or so scarabs is enough to kill off small DE squads that disembarked to lance me (18 inches away, and i have 6+ D6+12" charge range). Night shields could help a bit, but honestly not many people take night shields on everything, and i could still probably get most stuff into 18" if they did. I'm not saying the DE wouldn't be a challenge, but i don't see them really flying in and killing me on one turn like you seem to think. DE anti-tank really suffers against AV12.
Orks i'm not afraid of at all. Like, not even a little bit. The only thing that can even sort of hurt my tanks are battlewagons, which will be the primary targets of my anti-tank units, or Gauss if i start to panic for some reason. In close combat, Orks will be unable to hurt me at all except for the power klaws, which need 4-6 to hit, and 5+ to pen on the charge. Meanwhile i kill at least like 30+ ork boyz a turn with twin linked rapid fire gauss/flamers/whatever else.
40 twin linked Gauss flayers kill 35 orks with no cover if they rapid fire...80 shots, 71 hits with twin linked from stalkers, 35 wounds, no saves. If their in cover, you only lose 17ish. So, stun/kill the Battle Wagons, laugh at Orks trying to melee AV13. Sure, they'll kill some of the tanks, but not before you wipe most of them out.
@Kreedos:
Sisters of battle are going to heavy flamer me? lol. What happens if i don't set up my exposed warrior squads 18" from the board so you can outflank/flame me? I kill them during my turn? Hmm, yeah i probably do. Flamers are a joke VS necrons IMO, as they'll never be getting out of their Arks until the Arks are dead, and I don't see you killing them that effectively, especually since you seem to have so many flamers in your army.
Flamers aside, sisters could be annoying with how many multi-meltas they bring on their tanks, and regular meltas in their squads, but i think proper use of the gauss weapons in addition to my other anti-tank should be able to suppress the MMs long enough to kill the troops inside.
I wouldn't be playing aggressively. I'd be sitting at just under 24" away from the enemy (being very difficult to kill), until the time was right, and then i'd charge in and do some damage. If a rhino moves 12", pivots, gets out 2.5" (would be more like 3, but you lose a bit pivoting), and meltas, that's only 21ish inches melta range. 1D6 to pen if i'm out of that range isn't nearly as scary, and it means i kill the squad the next turn (though i probably do this anyway). And, even if they are in range, it's not like i expect to never lose a tank. It's just probably going to cost them that rhino and the unit with meltas when my turn comes around.
The plan would be to attempt to take out the heavy threats at 24" before moving in for the 12-0" kill. Long range firepower would be nice, but it's also expensive for what it does.
The doomsday Ark is not amazing at killing tanks, as it can scatter off of them fairly easily. Twin linking them with gauss stalkers makes this more viable in my mind, but the cost is still there (525 for 3).
Heavy destroyers cost 180 points for 3 lasgun shots. Even if they're twin linked, this isn't that good. Sure they have prefurred enemy, but they also don't have any decent weapons, so all they are good for is tying up small infantry squads in CC.
@ Ks: I'm not sure you realize it or not, but stalkers have multi-meltas, which have 24 range. They only use their flamers if they need to kill infantry, and frankly infantry are not really a concern to me what with mech being so popular/awesome.
The point of the night fighting is to screw with most armies long range fire power. Missiles, lac cannons, and most other long range shooting will not be able to see my army. Spot lights and night vision will help them see some units, but in general most of it will not be visible over 24 or so(the average roll for night fighting is 21", and the max is 36"  . So, for those 2 turns, the enemy has to move into 24" of me, which is exactly where i want them to be.
Besides night fighting, the main strength of the list is the AV13. I'm not sure everyone realizes how hard AV13 is to get through. Most space wolves lists bring 12+ missiles launchers. I play SW, and at 2k my current list has 6 las/ plas and 14 missiles. ASSUMING I CAN EVEN SEE THE NECRONS, my 14 missiles and 6 las will get
Warriors on foot are...in my option, horrible. No Arks means everytime i lose a warrior, i'm not getting anymore bad. I also lose the shooting from the gauss flayers, which is actually not that bad anti-infantry (1 side of the flayers = the shooting of 5 warriors). Being on foot means i get shot to death by light arms fire, and 4+ saves suck. The Arks make them very hard to get to.
I actually don't like Immortals, as all they are are warriors with a better save, and gun that kills infantry better. Against tanks, they have the same shooting ability. They also can't take a transport i would even want to field, as Night Skythes are too fragile to last very long, and no firing points means they are useless as well.
Regular terminator lists shouldn't be that much of a problem IMO. I'm mainly thinking of deathwing, here. Shooting wise, i don't really care about missiles, since you need 6s to pen. Assault-wise, i can probably avoid them most of the game. As for killing them, i'd have to focus them down with all of my shooting.
4 Arks that move 6" into rapid fire range should kill a squad of termies a turn if the stalkers twin link them. The Stalkers MMs should kill a few as well. So should the overlords with their warskythe flyovers. Ovbiously it wouldn't be a cakewalk, but i think i'd have the advantage over the terminatos. Even if they got into combat with Thunder Hammers, they'd need at least 4s to hit (so, 7ish hits,) and 6s to pen (so, 1). Meaning they'd only kill it half the time in combat, and have to shoot or assault it to death in later turns.
DoA Blood Angels would definitely be annoying, as the night fighting would be mostly useless. I would probably have to try and kill the sang priests with the CCBs, and torrent the BAs the best i could. The stalkers would be useful for tarpitting some squads, as only fists (needing 5s on the charge and 6s otherwise) and Lib S10 powers can hurt them. I do see this being on of the harder match ups against this list, but i don't see me auto losing or anything.
@sasori: I'm not sure i see the value of having larger warrior squads in Arks. Once the Ark dies, i consider the warriors dead to shooting or CC anyway, regardless of squad size. All it takes is a grey hunter or assault squad (even tacs would stand a chance) to lose combat and be swept off the table. Adding 1 more lance seems like a decent idea, but not something worth only have 3 troop choices for.
3 might be overkill. I've thought of going down to 2 and taking more scarabs, or taking 2 with the MM and 1 with the Gauss as you mentioned. The twin linking seems like it could be very powerful in the right situations. The only reason i didn't do this originally is because i dont really have any long range shooting in the list, so the MMs should do the twin linking job about as well. Switching 1 out for 10 more scarbs seems like a very plausible idea to me.
I already mentioned my thoughts on the doomsday Ark: okay, but costly, and i think would work better in a different list, as there is really no way to fit them in and keep the scarabs and stalkers the way they are. 1 might be doable, and i'll have to keep that in mind.
The point of this list is to focus on <24" shooting while rendering the enemy's 24+ shooting useless with night fighting. I'd obviously have to play test it, but i think it would at least work okay in theory. I obviously haven't played it since there are no models for some of it and it just came out today, but i have given it a lot of thought.
It's worth noting that in all of these replies (except maybe about orks, lol) i still think it would be a pretty fair fight, not that necrons would simply destroy everything. I see them being equal with most other 5th edition armies.
@Bsent: The twin linking is a bonus. I have MMulti-meltas, heavy flamers, CCB guns, 2 lances, and anywhere from 40 to 80 Gauss shots a turn. Twin linking that many gauss shots is actually not that bad.
@Cthulu: MSU warriors are cheap, and since you never get to see them until you kill the Ark, who cares? I think it is a fair amount of hitting power once you get into 12 inches or so, but i guess that's just me.
Thanks for all the input, as it's helped me rethink a lot of different stuff, and think about things i haven't before, even if i do seem to think i'm right about certain things in the end :-P Automatically Appended Next Post: I also realized i was wrong about the spyders. They only generate 1 scarab base a turn, not D3. Mixed it up with the Arks, i guess. So, knowing that, i would be more likely to drop a stalker and add in another 10 scarabs.
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This message was edited 1 time. Last update was at 2011/11/05 18:45:09
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![[Post New]](/s/i/i.gif) 2011/11/05 19:09:07
Subject: New Necrons, 2k, no Stormlord!
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Assassin with Black Lotus Poison
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I think your reliance on Night Fighting could be a weakness when you come up against an army capable of nullifying it's effects.
I would specifically mention the Tau, for several reasons.
1) All Tau battlesuits have Acute Senses, giving them re-rolls on vision ranges.
2) Tau battlesuits can also take the Blacksun Filter Upgrade, which doubles their vision range.
3) Tau Markerlights can allow units targeting the marked unit to ignore Night Fighting.
4) The Tau possess the weapon that poses the greatest threat to your vehicles, the railgun. A unit of broadsides with blacksun filters will be able to target you on turn 1 and every other turn whilst you approach unless they get very unlucky on vision range rolls. A hammerhead could wipe out or severely damage your small units with one submunition round.
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The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2011/11/05 21:59:04
Subject: New Necrons, 2k, no Stormlord!
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Pyromaniac Hellhound Pilot
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Nah, you don't need to worry about tau. I could explain why, but I'll leave it to someone else.
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Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights |
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