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Made in ca
Warp-Screaming Noise Marine




Canada!

I can't tell if this is cheesy or not, I'm just infatuated with immortals and nightscythes. Especially hearing about the potential sixth edition rules, I'm feeling like the price of the nightscythe is very fair and I'm tempted to go hog wild on the flier models when they are released.
I'm really still trying to figure out how necrons want to be played. They have so much breadth, but how much of it is worth doing?

Anyway here's the list

Necron Overlord w/ Warscythe
+ Catacomb Command Barge w/ Gauss Cannon
[180]

Necron Immortals
-5 Immortals w/Tesla Carbine
+ Harbinger of Destruction w/ Solar Pulse
+ Nightscythe
[240]

Necron Immortals
-5 Immortals w/Tesla Carbine
+ Harbinger of Destruction
+ Nightscythe
[220]

Necron Immortals
-5 Immortals w/Tesla Carbine
+ Harbinger of Destruction
+ Nightscythe
[220]

Necron Immortals
-5 Immortals w/Tesla Carbine
+ Nightscythe
[185]

Necron Monolith
[200]

Total ...1245!

Feels like a really nice swingy list with a lot of adaptability to it!
I'm really stoked to try something like this out after I'm done with whatever all these pre-midterm tests are called.
I have to say, I'm really not used to anything but low point totals, so I appreciate any help or advice you can give me.

Lots of obvious things about this list. It really likes shooting and really hates melee. You have a lot of ability to reposition. Targets for enemy weapons are somewhat obvious. You are relying heavily on being able to drop troop cargo where you want them and stuff is really not all that useful to you until you have it in a decent position. It's also an eggs in one basket list. Those first couple turns you have a lot of points bunched into a few targets. To go along with the positioning problem, you also have a very limited amount of answers to particular problems, and they aren't always available. AV13 and 14 are going to be uncomfortable to deal with, and it feels like you'll be doing an awful lot of finger crossing and fearing drops/deploy tricks. I have no idea how to handle a really well thought out alpha strike.

On the plus side look at all that shooting and hijinks available! I bet this list only get's sillier in sixth with the deepstrike changes, hard to hit fliers and monolith getting privy to some of the rules for super heavy junk.


The 1250 size list felt dicey to me, so I'm trying to finagle a 1500 version...

It would probably just include one more overlord in a barge and another cryptek with a solar pulse, though I'm sure the internet can help me out a little better. I keep remembering that there will be more scary stuff at that point level after all.

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Dakka Veteran







Your Monolith is out of place in this list. You may consider a few options.

1 - Doom Scythe - almost gets you enough points to add another DestroCryptek to your last Immortals squad.

2 - A couple Annihilation Barges

3 - 2 Spyders and 6 or so Scarabs

 
   
Made in ca
Warp-Screaming Noise Marine




Canada!

I guess I didn't explain my thinking behind the sore thumb... I mean monolith.

I feel like the monolith can be explained as an investment in security. Though I guess one never feels too safe when they buy a 200 point vehicle.

When you have so many points in little fragile nightscythe squads that don't even get to shoot till they can get out of their high velocity glass cannon, and go full slow when their craft get's exploded, you want some insurance.
I think the monolith gives you that.

You won't be nearly as frustrated when a full scythe goes down, but you'll also lose fewer scythes to any fire that the monolith eats up (whether or not you are using it as amazing LOS impairment).

You'll also want something to help keep those squads out of trouble, they are good at what they do, but where they are effective tends to be awfully close to where they will be in a lot of danger. They can compensate for this a little bit themselves (assault weapons love) but against some units and deployments, they will need a little extra help. While it's true that many use transports for these purposes, putting your men in a nightscythe is never a sure thing and eats up the shooting that squad would love to be doing.

A monolith feels like a much less risky way to compensate for the risks night scythes bring to the table, as well as allowing your units to fight countermeasures and do what they do best.

The gun on the monolith doesn't feel like as much of a heavy weapon to me as a way of bulking up on your relatively light count of small arms fire. I'm glad it ID's everything and all, but I don't have that much faith in big plates to carry an army. It adds an awful lot of firepower to something else you feel comfortable shooting at, and it will almost always be able to see it.

My experience with it has been anecdotal though I can't say it proves anything. If I've got a big gap in my thinking I'd love to hear all about it!

This message was edited 2 times. Last update was at 2012/01/23 16:46:50


It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
 
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