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![[Post New]](/s/i/i.gif) 2012/02/21 23:47:33
Subject: Necrons vs. GK, help please?
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Pile of Necron Spare Parts
Earth, mostly
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I'm kinda new to 40k, and really new to playing Necrons, so I apologize if this comes across as a little noobish. I generally play 3000 pt. games with my dad, but we've decided to get some tournament-ready (1500/2000 pt.) lists going. I lose to him very regularly, even though I always manage to make it a close game. I was wondering if you guys could help me out with some decent list ideas. My list is usually like this: Original List Imotekh Zahndrekh* HoDe w/ Solar Pulse 8 Warriors in a Ghost Ark, with Imotekh and HoDe thrown in 15 Warriors 10 Immortals w/ Gauss 10 Immortals w/ Tesla 5 Deathmarks 8 Scarabs 2 Spyders 3 Wraith 1 Annihilation Barge 1 Monolith New List: Imotekh Overlord w/ Hyperphase sword, MSS, Sempiternal Weave, and Res. Orb HoE w/ Chronometron HoDespair w/ VoD Lord with Res. Orb 10 Immortals w/ Gauss 10 Immortals w/ Tesla + Lord from RC 8 Warriors in Ghost Ark + Imotekh and HoE 12 Warriors 5 Deathmarks 5 Lychguard 8 Scarabs 3 Spyders 1 w/ Gloom Prism 3 Wraith w/ Whip Coils 1995 points Not entirely sure it's an improvement, kinda feels weird to not have a Monolith, but there it is. Tell me what you think!
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This message was edited 2 times. Last update was at 2012/02/25 03:11:49
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![[Post New]](/s/i/i.gif) 2012/02/22 02:39:12
Subject: Necrons vs. GK, help please?
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Shunting Grey Knight Interceptor
Fuzhou, China
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you need 10 HoDes :D
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Don't worry, Draigo will protect you guys!
1850
(W32-D7-L8) |
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![[Post New]](/s/i/i.gif) 2012/02/22 02:51:32
Subject: Re:Necrons vs. GK, help please?
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Pile of Necron Spare Parts
Earth, mostly
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 That is a lot of Crypteks...
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This message was edited 1 time. Last update was at 2012/02/22 02:51:57
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![[Post New]](/s/i/i.gif) 2012/02/22 03:34:03
Subject: Necrons vs. GK, help please?
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Impassive Inquisitorial Interrogator
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What does your dad run an do you have any other models available? Are you able to make purchases of suggestions call for it? The answers to those questions will help people help you.
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My 40k Blog: Rollin' 2d6 Deep
Rumors, Links, Analysis, Modeling, Painting, Fiction |
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![[Post New]](/s/i/i.gif) 2012/02/22 03:54:47
Subject: Re:Necrons vs. GK, help please?
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Depraved Slaanesh Chaos Lord
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First up, Nemesor + Imotekh is way too many points tied up into your HQs.
If you're using Imotekh, definitely pair him up with a Harbinger of Eternity w/ Chonometron. That way you get a second chance to keep night fighting going each turn, which will also allow you to get a second chance to lightning strike a prime target, or roll a better pen or damage result.
Night fighting will protect your army from long-range shooting somewhat, forcing your opponent to operate in your kill zone, which is 12"-24" away from Necrons.
Using this as a base, you have to make some decisions about what direction you want to take. Given what you have, I think that a unit of 20x Warriors with a Ghost Ark might work. I'd put Imotekh in it with the Chronotek, and Keep the other 12 on foot. Imotekh is a phaeton, so they'll be relentless.
I'd then use the barge as a Catacomb Command Barge and put an Overlord in it w/ warscythe.
Add a Harbinger of Despair w/ VoD to your 5x Deathmarks and use them as a suicide unit to wipe out nasty things like Long Fangs or Dev squads. (you'll be surprised by how often they live to VoD and contest objectives late-game.
That should be a so.is start for you. I suggest playing with that at your chosen points level to see what you think works, and then adding what you think from there.
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![[Post New]](/s/i/i.gif) 2012/02/22 04:24:30
Subject: Re:Necrons vs. GK, help please?
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Shepherd
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azazel the cat wrote:First up, Nemesor + Imotekh is way too many points tied up into your HQs.
If you're using Imotekh, definitely pair him up with a Harbinger of Eternity w/ Chonometron. That way you get a second chance to keep night fighting going each turn, which will also allow you to get a second chance to lightning strike a prime target, or roll a better pen or damage result.
Night fighting will protect your army from long-range shooting somewhat, forcing your opponent to operate in your kill zone, which is 12"-24" away from Necrons.
Using this as a base, you have to make some decisions about what direction you want to take. Given what you have, I think that a unit of 20x Warriors with a Ghost Ark might work. I'd put Imotekh in it with the Chronotek, and Keep the other 12 on foot. Imotekh is a phaeton, so they'll be relentless.
I'd then use the barge as a Catacomb Command Barge and put an Overlord in it w/ warscythe.
Add a Harbinger of Despair w/ VoD to your 5x Deathmarks and use them as a suicide unit to wipe out nasty things like Long Fangs or Dev squads. (you'll be surprised by how often they live to VoD and contest objectives late-game.
That should be a so.is start for you. I suggest playing with that at your chosen points level to see what you think works, and then adding what you think from there.
One problem azazel the night fight helps the gk too. Their kill range is 24 and closer just like crons. Once within range you have maybe a turn before they're in cc cutting up crons. The stormlord is not a very good hq vs cc armies or armies like de, sw etc. So really it depends what gk hes fighting to see what helps. If he really wants to fight gk scarabs, spyders and wraiths are very handy.
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The enemy of my enemy is a bastard so lets kill him too.
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![[Post New]](/s/i/i.gif) 2012/02/22 04:45:16
Subject: Re:Necrons vs. GK, help please?
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Shunting Grey Knight Interceptor
Fuzhou, China
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Draigo wrote:azazel the cat wrote:First up, Nemesor + Imotekh is way too many points tied up into your HQs.
If you're using Imotekh, definitely pair him up with a Harbinger of Eternity w/ Chonometron. That way you get a second chance to keep night fighting going each turn, which will also allow you to get a second chance to lightning strike a prime target, or roll a better pen or damage result.
Night fighting will protect your army from long-range shooting somewhat, forcing your opponent to operate in your kill zone, which is 12"-24" away from Necrons.
Using this as a base, you have to make some decisions about what direction you want to take. Given what you have, I think that a unit of 20x Warriors with a Ghost Ark might work. I'd put Imotekh in it with the Chronotek, and Keep the other 12 on foot. Imotekh is a phaeton, so they'll be relentless.
I'd then use the barge as a Catacomb Command Barge and put an Overlord in it w/ warscythe.
Add a Harbinger of Despair w/ VoD to your 5x Deathmarks and use them as a suicide unit to wipe out nasty things like Long Fangs or Dev squads. (you'll be surprised by how often they live to VoD and contest objectives late-game.
That should be a so.is start for you. I suggest playing with that at your chosen points level to see what you think works, and then adding what you think from there.
One problem azazel the night fight helps the gk too. Their kill range is 24 and closer just like crons. Once within range you have maybe a turn before they're in cc cutting up crons. The stormlord is not a very good hq vs cc armies or armies like de, sw etc. So really it depends what gk hes fighting to see what helps. If he really wants to fight gk scarabs, spyders and wraiths are very handy.
I think remove Imotekh and add a Overlord w/ warscythe in a CCB is a better plan.
overlord w/scythe in CCB, Nemesor(or another overlord in CCB), 10 HoDe with 2 solar pulse, 4 Immortals squad and 1 warrior squad with ghost ark.
Use the solar pulse to creat 2 turns of night fight (only for GK), kill something important with 36" S8 AP2 assault 1 weapons and move the CCB in good position.
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Don't worry, Draigo will protect you guys!
1850
(W32-D7-L8) |
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![[Post New]](/s/i/i.gif) 2012/02/22 18:07:15
Subject: Re:Necrons vs. GK, help please?
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Discriminating Deathmark Assassin
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One problem azazel the night fight helps the gk too. Their kill range is 24 and closer just like crons. Once within range you have maybe a turn before they're in cc cutting up crons. The stormlord is not a very good hq vs cc armies or armies like de, sw etc. So really it depends what gk hes fighting to see what helps. If he really wants to fight gk scarabs, spyders and wraiths are very handy.
I agree with you on the 24 inch being a GK sweet spot but so is 48" for my psyrifle dreads that I use to take out light tanks on the first turn. Or IG's big guns for that matter. I'd say anything you can do to close the distance without getting shot at is a good thing. Necrons have a few long distance shooters but not a whole lot compares to four twin linked autocannons for dishing out the pain at range
I'm working on a necron list too and you can bet there will be night fighting for a good two turns - maybe three. Of course after the first game or two everyone will be investing in search lights...after all they're only one stinking point.
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![[Post New]](/s/i/i.gif) 2012/02/22 18:10:06
Subject: Re:Necrons vs. GK, help please?
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Shunting Grey Knight Interceptor
Fuzhou, China
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necron99 wrote:
One problem azazel the night fight helps the gk too. Their kill range is 24 and closer just like crons. Once within range you have maybe a turn before they're in cc cutting up crons. The stormlord is not a very good hq vs cc armies or armies like de, sw etc. So really it depends what gk hes fighting to see what helps. If he really wants to fight gk scarabs, spyders and wraiths are very handy.
I agree with you on the 24 inch being a GK sweet spot but so is 48" for my psyrifle dreads that I use to take out light tanks on the first turn. Or IG's big guns for that matter. I'd say anything you can do to close the distance without getting shot at is a good thing. Necrons have a few long distance shooters but not a whole lot compares to four twin linked autocannons for dishing out the pain at range
I'm working on a necron list too and you can bet there will be night fighting for a good two turns - maybe three. Of course after the first game or two everyone will be investing in search lights...after all they're only one stinking point.
I've already put serch lights on all of my vehicles after playing with my necron player friend
1 point for each vehicle, helps alot when facing new necrons. ( and DOW  )
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Don't worry, Draigo will protect you guys!
1850
(W32-D7-L8) |
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![[Post New]](/s/i/i.gif) 2012/02/22 18:22:46
Subject: Re:Necrons vs. GK, help please?
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Trazyn's Museum Curator
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azazel the cat wrote:First up, Nemesor + Imotekh is way too many points tied up into your HQs.
Using this as a base, you have to make some decisions about what direction you want to take. Given what you have, I think that a unit of 20x Warriors with a Ghost Ark might work. I'd put Imotekh in it with the Chronotek, and Keep the other 12 on foot. Imotekh is a phaeton, so they'll be relentless.
Since when could you divide the squad like that? I don't remember being able to do that.
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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) 2012/02/22 18:30:02
Subject: Re:Necrons vs. GK, help please?
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Shepherd
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necron99 wrote:
One problem azazel the night fight helps the gk too. Their kill range is 24 and closer just like crons. Once within range you have maybe a turn before they're in cc cutting up crons. The stormlord is not a very good hq vs cc armies or armies like de, sw etc. So really it depends what gk hes fighting to see what helps. If he really wants to fight gk scarabs, spyders and wraiths are very handy.
I agree with you on the 24 inch being a GK sweet spot but so is 48" for my psyrifle dreads that I use to take out light tanks on the first turn. Or IG's big guns for that matter. I'd say anything you can do to close the distance without getting shot at is a good thing. Necrons have a few long distance shooters but not a whole lot compares to four twin linked autocannons for dishing out the pain at range
I'm working on a necron list too and you can bet there will be night fighting for a good two turns - maybe three. Of course after the first game or two everyone will be investing in search lights...after all they're only one stinking point.
Well in all my gk lists I have a lot more 24 in shots then 48 so I don't mind the night fighting. lol Though I did have to invest in dozer blades for my purifier army due to ctan shifty-ness. In my ard boyz army I dropped the dreads all together because of stormlord and some of the tourneys having one night fight scenario. Got tired of crons, de and sw shooting the crap out of me while hiding in the dark. lol I would recommend only one solar pulse though unless you face a lot of IG, Tau or gunline types. Stormlord typically can keep it dark for 2 turns and with one pulse to keep drop it again if needed but vs cc armies by turn 3 they will prob be within cc range I'd hope if theyre any good. lol
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The enemy of my enemy is a bastard so lets kill him too.
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![[Post New]](/s/i/i.gif) 2012/02/22 18:30:11
Subject: Re:Necrons vs. GK, help please?
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Shas'o Commanding the Hunter Kadre
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CthuluIsSpy wrote:azazel the cat wrote:First up, Nemesor + Imotekh is way too many points tied up into your HQs.
Using this as a base, you have to make some decisions about what direction you want to take. Given what you have, I think that a unit of 20x Warriors with a Ghost Ark might work. I'd put Imotekh in it with the Chronotek, and Keep the other 12 on foot. Imotekh is a phaeton, so they'll be relentless.
Since when could you divide the squad like that? I don't remember being able to do that.
Since nercons don't have combat squads, they can't do that.
As for the list, nercons are a shooting army, first and foremost. I recommend dropping the warriors or making them one big unit, dropping the ghost ark, losing the deathmarks and either adding another spyder or getting another annihilation barge.
If you issue is dealing with TEQ infantry, terminators that is, you need a few more ap 1-2 shots in the army. Does your annihliation barge drop 1st or 2nd turn every game against your dad? That means he fears it. Look to what he tries to kill off first, and get a few more of those.
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![[Post New]](/s/i/i.gif) 2012/02/23 02:24:51
Subject: Re:Necrons vs. GK, help please?
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Depraved Slaanesh Chaos Lord
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CthuluIsSpy wrote:azazel the cat wrote:First up, Nemesor + Imotekh is way too many points tied up into your HQs.
Using this as a base, you have to make some decisions about what direction you want to take. Given what you have, I think that a unit of 20x Warriors with a Ghost Ark might work. I'd put Imotekh in it with the Chronotek, and Keep the other 12 on foot. Imotekh is a phaeton, so they'll be relentless.
Since when could you divide the squad like that? I don't remember being able to do that.
I'm not dividing up the squad. I'm letting 8 of the 20 ride in the Ark, and the remaining 12 will follow on foot. Just so long as you maintain unit coherency, this is perfectly legal. And since the Ark cannot move farther than 6" without losing its ability to shoot, the footsloggers will easily keep up with the party boat.
The Dark Eldar codex specifically says that they cannot have half of a unit in a dedicated transport, however the Necron codex makes no such distinction.
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![[Post New]](/s/i/i.gif) 2012/02/23 03:38:40
Subject: Re:Necrons vs. GK, help please?
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Pile of Necron Spare Parts
Earth, mostly
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juraigamer wrote:CthuluIsSpy wrote:azazel the cat wrote:First up, Nemesor + Imotekh is way too many points tied up into your HQs.
Using this as a base, you have to make some decisions about what direction you want to take. Given what you have, I think that a unit of 20x Warriors with a Ghost Ark might work. I'd put Imotekh in it with the Chronotek, and Keep the other 12 on foot. Imotekh is a phaeton, so they'll be relentless.
Since when could you divide the squad like that? I don't remember being able to do that.
Since nercons don't have combat squads, they can't do that.
As for the list, nercons are a shooting army, first and foremost. I recommend dropping the warriors or making them one big unit, dropping the ghost ark, losing the deathmarks and either adding another spyder or getting another annihilation barge.
If you issue is dealing with TEQ infantry, terminators that is, you need a few more ap 1-2 shots in the army. Does your annihliation barge drop 1st or 2nd turn every game against your dad? That means he fears it. Look to what he tries to kill off first, and get a few more of those.
Yeah, I keep the barge up till like second or third turn. He always takes out 1)Imotekh 2)Barge 3)Deathmarks
I always use the Deathmarks, because they have a great tendency to wipe out smaller, scarier squads, and/or to take out Dreadknights. I've pulled it off first thing before.
So yall think I should drop the Nemesor? I had another look at the rules he gives, and I'm starting to think so too. But what about Anrakyr in a CCB?
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![[Post New]](/s/i/i.gif) 2012/02/23 06:45:00
Subject: Re:Necrons vs. GK, help please?
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Dakka Veteran
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azazel the cat wrote:
I'm not dividing up the squad. I'm letting 8 of the 20 ride in the Ark, and the remaining 12 will follow on foot. Just so long as you maintain unit coherency, this is perfectly legal. And since the Ark cannot move farther than 6" without losing its ability to shoot, the footsloggers will easily keep up with the party boat.
The Dark Eldar codex specifically says that they cannot have half of a unit in a dedicated transport, however the Necron codex makes no such distinction.
It's not perfectly legal. It is in fact illegal. Units embark, not models.
Brb pg 66, embarking
"The whole unit must be able to embark..."
The comment in DE codex is just repetition of rules. Not having it doesn't mean Necrons can ignore rules, it just means that writers thought that at this point, it was obvious.
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![[Post New]](/s/i/i.gif) 2012/02/23 10:45:37
Subject: Re:Necrons vs. GK, help please?
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Dakka Veteran
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azazel the cat wrote:CthuluIsSpy wrote:azazel the cat wrote:First up, Nemesor + Imotekh is way too many points tied up into your HQs.
Using this as a base, you have to make some decisions about what direction you want to take. Given what you have, I think that a unit of 20x Warriors with a Ghost Ark might work. I'd put Imotekh in it with the Chronotek, and Keep the other 12 on foot. Imotekh is a phaeton, so they'll be relentless.
Since when could you divide the squad like that? I don't remember being able to do that.
I'm not dividing up the squad. I'm letting 8 of the 20 ride in the Ark, and the remaining 12 will follow on foot. Just so long as you maintain unit coherency, this is perfectly legal. And since the Ark cannot move farther than 6" without losing its ability to shoot, the footsloggers will easily keep up with the party boat.
The Dark Eldar codex specifically says that they cannot have half of a unit in a dedicated transport, however the Necron codex makes no such distinction.
Definitely not legal. A perfectly legal way to play this is just have 2 units of warriors. 1 squad of 8 and 1 squad of 12.
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![[Post New]](/s/i/i.gif) 2012/02/23 18:35:29
Subject: Necrons vs. GK, help please?
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Warp-Screaming Noise Marine
Canada!
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Looks like it might be an uphill battle with what you have currently. Remember not to get too worried about his list when crafting your all comes one.
A good exercise will be asking yourself if you can consistently cover all your bases against common tactics in warhammer 40k, and that the units you choose to take with you will be active every turn and able to do their job each phase.
Necrons have a lot of reliance on timing and tend to like very particular targets and circumstances so you'll want to make sure you are not setting yourself up with an army where half of it will be sitting on its hands while the other half is struggling to set up the shots/charges.
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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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![[Post New]](/s/i/i.gif) 2012/02/25 03:04:56
Subject: Re:Necrons vs. GK, help please?
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Pile of Necron Spare Parts
Earth, mostly
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Made some changes (read: redid my army) putting the list in the OP now, tell me what you think
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