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Made in gb
Fresh-Faced New User




Experimental List # 1

HQ:

Overlord
Warscyth (+2 str, 2d6 armor pen)
Phase Shifter (4+ inv)
Sempiternal Weave (2+ armor save)
Command Barge (sweeping attacks! fear it)
= 240 pts

Lord retinue:
Warscyth
Mindshackle scarbs
= 60 pts

Troops:
10 Warriors in Ghost Ark = 245 pts
10 Warriors in Ghost Ark = 245 pts
10 Warriors = 130 pts

Elites:
5 Lychguard, Warscythes, Nigh Scythe dedicated transport = 300 pts

Fast Attack
10 Scarabs, beats, fearless, swarms, Entropic Strike (cause its funny) = 150 pts

Heavy Support
1 Annihilation Barge = 90
1 Doomsday Ark = 175
1 Doomsday Ark = 175

The way I see this working is fairly simple. Doomsday ark start dropping the str 9, ap1 template at 72" range with priority going on Transports > Big guns> Troops while the scarabs head towards the big guns for entropic strikes. Lychguard and the retinue lord use 36" flat out move of the night scyth to charge across table and get the str7, 2D6 vehicle pen / power weapons into position mainly for vehicles or mediocre assault squads. Annihilation Barge targets troops to thin them out while the ghost arks and warriors get onto objectives. Lord uses his command barge to oversee the whole thing while making 3 sweeping attacks (with his warscyth!) on the back armor of vehicles and random troop squads while cackling madly, making rude gestures and admiring himself.

One thing I did think of with the lychguard tho is if the transport gets blown while they are inside it, they come on as reserves and risk the chance of them standing around at the back of the field trying to get into range of something. I could drop the night scythe and instead take a cryptec as part of the royal court and give him a veil of darkness. It means spending 1 turn getting into position via deep strike but they cant charge until the turn after. Also means I save a few points and can shove another lychguard in the unit.


Any thoughts?
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

First off, the Phase Shifter is a 3+ Invul.

If you are using Lycheguard, I strongly recommend using the Dispersion shields and Hyperphase sword upgrade. It really is much better, and will help your Lycheguard Survive to swing back, with their I2.

I'd also see about getting some Solar Pulses, and Eldritch Lance Crypteks to go in your Ghost Arks. poping nightfighting can ensure that your big stuff survives and gets a chance to do it's thing. It can really make a difference.

I'd also drop the 10 Footslogging warriors. You really got to either put them in a Ghost Ark, or not take them. The first Combat they get in, they are going to get swept.

Overall, I'd say you slightly lack on Anti-tank. See if you can find a way to squeeze another Scarab swarm in there.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in gb
Fresh-Faced New User





The way I was going with this list was that the Lycheguard would become the anti-tank with the warscythes rather than an assault squad. It seems to me that giving them the Dispersion shields and Hyperphase swords lets them survive longer with the invuln save but...to what purpose? They still have I2 but lose the ability to hurt vehicles (Entropic strikes aside) which doesn't use initiative anyway.

Solar Pulses I'm not convinced would be worth it for the most part as it will only help with 1 maybe 2 turns but with the amount of spot lights / dark eldar I cant see this being worth the points. Eldritch lance do seem good though so might change out some of those.

The footslogging warriors were mainly for claiming objectives in my own deployment area and back up. Using 1 transport to drop off a unit and go pick up the next one could be used if needed.

Not to mention the threat priority from the opponent. Do they go for the Doomsday ark and leave the transport with lychguard so it can get into assault with their vehicles? Go after the lycheguard and the Doomsday ark opens fire. Not to mention the scarabs, annihilation and CCB. By presenting so many potentially big targets I'm sure something will get overlooked before its too late to stop it doing what it was meant to do.
   
Made in us
Devious Space Marine dedicated to Tzeentch




Night Fight- Is a strong defense for our army generally. :/ not so much with Doomsday Arks. (Average Roll for NF is like 21 i doubt NV will improve it that much.)

Remember our weapons ranges are pretty short minus destroyers and the Doomsday Ark.

   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Scoffer wrote:
The way I was going with this list was that the Lycheguard would become the anti-tank with the warscythes rather than an assault squad. It seems to me that giving them the Dispersion shields and Hyperphase swords lets them survive longer with the invuln save but...to what purpose? They still have I2 but lose the ability to hurt vehicles (Entropic strikes aside) which doesn't use initiative anyway.

Solar Pulses I'm not convinced would be worth it for the most part as it will only help with 1 maybe 2 turns but with the amount of spot lights / dark eldar I cant see this being worth the points. Eldritch lance do seem good though so might change out some of those.

The footslogging warriors were mainly for claiming objectives in my own deployment area and back up. Using 1 transport to drop off a unit and go pick up the next one could be used if needed.

Not to mention the threat priority from the opponent. Do they go for the Doomsday ark and leave the transport with lychguard so it can get into assault with their vehicles? Go after the lycheguard and the Doomsday ark opens fire. Not to mention the scarabs, annihilation and CCB. By presenting so many potentially big targets I'm sure something will get overlooked before its too late to stop it doing what it was meant to do.


I think using the Lycheguard as Vehicle hunters, is a poor use of them. They are too slow. You'll likely only be able to kill one with them. And quite likely are going to get assaulted by something. Lychguard are best used as a Counter Assault unit.

Spot lights and Acute Sense/Night Vision Only marginally help. Even if they manage to roll double sixes(Which is very unlikely), it still gives the a max range of 36' it will protect things like your Doomsday Ark, from Manticores, Lascannons, Longfangs at least long enough for you to hopefully cripple them. It also helps your Transports survive. Your Lone AV 11 Nightscythe is going to get blown up first turn, without night fighting. I guarantee it, with plenty of extra Anti-tank left over to fire at the rest of your Vehicles.

If you want something to claim things in your Deployment Zone, take Immortals. They are much better for that purpose.


4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
 
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