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Made in us
Fresh-Faced New User




When the codex first came out I set out to make an AV13 spam list, but 4 ghost arks later I regretting the decision. Regardless I want to use what I already have so here is a slightly modified version of the initial list.

Overlord - Warscythe
Catacomb Command Barge
4x HoDestruction 1 solar pulse

2x Triarch Stalkers

4x 5 warriors
4x Ghost Arks

2x 7 Scarab Swarm

3x Annihilation Barge

So that's the general premise. Currently it's ten points under so the lord will get another upgrade of some kind.

I was considering consolidating the two scarab units into one unit of 10 and buying an additional 5 man warrior squad to walk in from reserves, or even dropping the scarabs to one unit of 8 and throw another cryptek in the reserved warrior squad.


Thoughts?


   
Made in us
Sinewy Scourge






Overlord - Warscythe
Catacomb Command Barge
4x HoDestruction 1 solar pulse

2x Triarch Stalkers

4x 5 warriors
4x Ghost Arks

2x 7 Scarab Swarm

3x Annihilation Barge


I don't think you necessarily need another 5 man Warriors to walk in from reserves. I'd probably run 2 units of 7 Warriors in a Ghost Arc with at least one Cryptek in each. Then take two units of foot Immortals of 5-7. 4 Ghost Arcs are too many (and really don't pack enough punch for their points). I'd also consider another CCB Lord with the extra points.

2nd Place 2015 ATC--Team 48
6th Place 2014 ATC--team Ziggy Wardust and the Hammers from Mars
3rd Place 2013 ATC--team Quality Control
7-1 at 2013 Nova Open (winner of bracket 4)
 
   
Made in us
Fresh-Faced New User




I managed to get in a game last night, but unfortunately it was against Dark Eldar. I feel DE is an army meant to destroy Necrons. The list I played against was roughly.....

Vect
8 wyches 1 shardnet
Raider w/ flickerfields

2x 10 wyches 2 shardnets
2x Raiders w/ flickerfields

10 warriors 1 Dark Lance 1 Blaster
Raider (empty) w/ flickerfields

3x Trueborn 2 Dark Lance 1 Blaster
3x Raider (empty) w/ flickerfields

3x Ravagers w/ flickerfields

As you can see this has made AV 13 nearly pointless due to massive amounts of lancing weapons. The mission was 2 objectives and pitched battle. First turn solar pulse was crucial for my survival since it only allowed one annihilation barge to go down. My first turn I managed to kill 2 ravagers and decrease the armor on the remaining ravager and 2 raiders, but no other significant damage.

Turn two saw Vect charge a scarab squad and get tarpitted for 5-6 rounds of combat which was a huge blessing for me, but my other scarab squad got assaulted by wyches are were dropped to 2 bases after a large number of no retreat saves. DE also managed to wreck 2 Ghost Arks and immobilize an A barge. Wyches with haywire grenades multi assaults many tanks and a stalker. They manage to immobilize my other A barge and get stuck in combat with my Triarch Stalker until turn 6. I pushed forward with my army and managed to drop the past ravager and I believe all but 2-3 raiders go down from a combination of guass, tesla destructors, and a charge by a Triarch stalker.

The game consists of a slow march across the board for my lord once his ride goes down and he is accompanied by a stalker to try and get to the DE objective. The stalker goes down as does the lord but he passes everliving and is up and in charging range of the warrior squad. He breaks the squad who regroup, kill him. Overlord passes everliviing again! Whn he charges he forces them to route of the board and the lord spends the rest of the game assaulting true born squads. This makes it so the DE must contest or take my objective now for a draw or win.

Wyches manage to haywire a ghost ark, which explodes. Wyches take casualties and get shot by troops inside to dwindle them down to 5 bases. They move, run, and assault the squad on my objective, which forces my guys to pile in away from the objective. The squad from the freshly downed ghost ark run to my objective but charges by another diminished Wych unit, but they actually win combat on turn 7 putting the wyhes out of range to contest and giving the crons a 1-0 win!

Vect also assaulted and wiped a warrior squad with ease but the return fire from a single warrior squad took him down bc he failed his first 2+ save.

Gotta say the lord on barge was the MVP and I really like the idea of adding a second barge lord, bc he is useful for tank popping and gives me access to a second solar pulse. The ghost arks did major damage when they could shoot something, but only being able to move 6 and shoot within 12" is a real pain. I'm going to tinker with the list and post a new one soon.

   
Made in us
Fresh-Faced New User




Ghost Arks are cool but 4 might be overkill. Plus its always better to err on the side of having more troops IMO.
Running 2 Overlords in Barges is a lot of fun! Give it a try with or without the solar pulse.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

At first glance, your army seems...kinda small for 1850 pts, its really mechanized, which in of itself isnt a bad thing

I would second the thought that you may be spending too much on ghost arcs. They don't really pack a punch for the points that 4 of them eat up.
I'd lose two of those, combine two of your warrior squad to a ten-strong squad, and look into getting some immortals with Tesla Carbines. Maybe pick up a doomsday arc for some long-ranged firepower.
The 14 bases of scarabs will be plenty to deal with vehicles.
I would give your Overlord some mindshakle scarabs and maybe a survivability upgrade (phase shifter or sepentirnal weave)

Cheers and good luck!

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
 
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