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Made in us
Been Around the Block





Army Explination
The two overlords in catacomb command barges are there to destroy heavy tanks and to allow me to have two groups of four crypteks(not in ghost arcs) for weaker tanks. The 21 necron warriors will be split between the three ghost arcs and advance up the board safely with the annihilation barges and overlords using the two solar pulses. The three heavy destroyers are used for mobile anti tank incase the crypteks are out of range. The three annihilation barges are for anti-infantry/horde. Let me know any improvements that could be made to this list.

The two solar pulses will most likely be used on the opponents first two turns to allow my army to advance and shoot full range while limiting return fire.

HQ (680pts)
2x Necron Overlord w/ Warscythe, Catacomb Command Barge
2x Harbringer of Destruction w/ eldritch lance, Solar Pulse
6x Harbringer of Destruction w/ eldritch lance

Troops (273pts)
21x Necron Warriors

Dedicated Transports (345pts)
3x Ghost Arc

Fast Attack (180pts)
3x Heavy Destroyers

Heavy Support (270pts)
3x Annihilation Barge w/ gauss cannon, Twin-Linked tesla destructor

This message was edited 6 times. Last update was at 2012/02/08 15:28:31


 
   
Made in us
Regular Dakkanaut





The Heavy Destroyers just seem like easy KPs to me.
   
Made in us
Rough Rider with Boomstick




Ohio, USA

Seems like you have 4 pairs of lance-teks and only 3 squads to join them to.

"Ignorance is bliss, and I am a happy man."
"When you claim to be a purple unicorn, and I do not argue with you, it is not because I agree with you."
“If the iron is hot, I desire to believe it is hot, and if it is cool, I desire to believe it is cool.”
"Beware when you find yourself arguing that a policy is defensible rather than optimal; or that it has some benefit compared to the null action, rather than the best benefit of any action." 
   
Made in us
Been Around the Block





Wolf 11x wrote:The Heavy Destroyers just seem like easy KPs to me.


I agree, except for the fact that they will be shielded in the back for two turns by night fire with the use of the two solar pulses. There range is 36 inches so returning fire on them during night fighting will be difficult.


Automatically Appended Next Post:
foolishmortal wrote:Seems like you have 4 pairs of lance-teks and only 3 squads to join them to.


The Lance-teks will be in 2 groups of 4 and will not be in the ghost arc's. They will get into cover and shoot 36 inches the entire game. The solar pulses should protect them from returning fire for at least the opponents first 2 turns.

This message was edited 1 time. Last update was at 2012/02/08 18:03:46


 
   
Made in us
Regular Dakkanaut





I just don't see the Heavy Destroyers living the entire game. I think one of the strengths of Necrons is the fact that they're harder to get KPs from than most of the current MSU-style armies.

This message was edited 2 times. Last update was at 2012/02/09 15:34:51


 
   
Made in us
Rough Rider with Boomstick




Ohio, USA

I think that if Heavy Destroyers have a chance in any necron list, this is the best fit for them. 2 Solar Pulses + jump infantry mobility means you have a good chance of keeping them alive the 1st 2 turns.

"Ignorance is bliss, and I am a happy man."
"When you claim to be a purple unicorn, and I do not argue with you, it is not because I agree with you."
“If the iron is hot, I desire to believe it is hot, and if it is cool, I desire to believe it is cool.”
"Beware when you find yourself arguing that a policy is defensible rather than optimal; or that it has some benefit compared to the null action, rather than the best benefit of any action." 
   
 
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