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Made in us
Wicked Canoptek Wraith





With Adepticon in the rear view mirror a few people have asked me to post up my list with some notes on how it worked, I ended the first day 1st on battle points and finished in 3rd place on Sunday. For anyone who was there, I had the pink Necrons.

A brief disclaimer, my list is by no means an optimised one based on army builds other people have designed and even used at some events, and a couple of the models are there principally because I have a soft spot for them It just works well for my style of play.

HQ1: Overlord on a barge with mindshackle, warscythe and weave
You see this guy in most Necron armies, sometimes doubled up. The sweep attack is awesome and he'll usually spend the game acting as a distraction from the rest of my army. He gets blown out of his vehicle in almost every game which is why I gave him scrabs and the weave - against anything less than a dedicated assault unit with power weapons he usually holds his own.

Troops 1: 9 Immortals with Gauss. In with them is a Phaeron Overlord with mindshackle, warscythe, weave and Orb. They are joined by two storm crpteks with the lightning field.
This unit is my core firebase. The overlord lets them move every turn and fire gauss blasters which gives me a glancing hit per turn at long range, and then once enemy vehicles get to within 12 inches the voltaic staffs add serious firepower to the mix. The unit is large enough that I'll often be able to control two objectives at once and the crypteks provide great defence with their lightning against anything that wants to attack them in close combat. Things like Incubi and purifiers will give them trouble but the idea is the rest of the army is somehow dealing with those guys

Troops 2: 8 Immortals with tesla. They are joined by a despair cryptek with the shroud and veil.
I use these guys to teleport over to far objectives once we get to turn 3 or 4. They can be a great decoy unit as well, deploying in one corner and then teleporting somewhere else when my opponent sends stuff over to go and deal with them. Against mech armies they have to stay safe for a little while until there are infantry models to shoot at.

Troops 3: 5 warriors in a Ghost Ark. They are joined by two destruction crypteks with a pulse each.
So I use the Ark because I really like the look of the model, and it spends most of the time moving 6" and firing two eldritch lances. The size of the model makes it a good blocker if I need that, and it can always move 12" over the course of a few turns to grab some late game objectives. The crypteks also fulfill a very important role in making it night fight for two turns, and against another necron army that includes the stormlord I at least get two turns without lighting hitting me as I'll make it daylight in his turn.

FA1: 6 wraiths with two coils and a particle caster.
Lots has already been said about wraiths elsewhere. They are great, and the three different model types gives me wound abuse to play with and the squad itself is my durable close combat unit. I only have one squad of these guys so I typically won't commit them early but will hold back for a counter charge.

FA2: 5 scarabs
With the help of the spyders the scarabs bulk up and screen the front of my army, acting as a possible deterrent to vehicles coming too close. They don't typically make it past turn 3 as by then I'll have sent them forward as a skirmish screen to try and disrupt my opponent but they'll almost always make their points back.

Heavy 1 and 2: 2 spyders with a gloom prism.
I use two units of these and they typically anchor the flanks of my army to provide a psychic save if my opponent tries fancy stuff like Jaws I keep them close enough to the scrabs to make bases for the first turn or two but once I've sent the scarabs off I use the spyders as a counter assault unit if my wraiths and immortal squad need backing up.

Heavy 3: Monolith
The other unit I use because I like the model The monolith acts as mobile terrain for me. If I need to hide something in turn 1 it hides behind the monolith. Its damage output is never particularly high but I found it draws a lot of firepower and will usually last a few turns before being taken out. I'm always pretty happy with this since if an opponent is shooting at the monolith then they're not killing my other models.

So there you have it. My 'White Dwarf' Necron list (i.e. one of everything rather than spamming a particular unit type). It's certainly not a list that will suit everyone but its worked out very well for me this year and I'm not entirely sure that I'd change anything at the 1,850pts level.

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

Thank you for the write up on your army, I watched your game on the stream and I really enjoyed seeing this list in action.

I was wondering if you could comment on the lightning fields a bit more. I never looked at them as putting out much damage to attackers but your experience has obviously been different. Do they just take the edge off of assaults?

Also, I really like the inclusion of the Monolith. It holds up well to the majority of S8 shooting that is used to break open light vehicles and the Particle Whip can really dictate opponent movement/punish them for grouping up too much. (It was a shame it scattered in your semis game against those purifiers)

Daemons Blog - The Mandulian Chapel 
   
Made in us
Fixture of Dakka





San Jose, CA

Congrats on a very good finish at Adepticon.

Your list is a very deceptive one. Just like Janthkin's nids when I first played against him. There's not really a whole lot of redundancy that you would normally find in many competitive lists. The shooting isn't particularly overwhelming, and assault isn't very scary at all. Perhaps that is one of the reasons why many players will under-estimate your list the first time they play against you. But the army synergy is frightening. Honestly, I feel that is one of the reasons why the new necrons are very good. They don't seem to be too powerful or intimidating (except probably my MTO build) but before the opponent realizes how good they can be, he's already behind in the match.

Anyways, my question to you is regarding your tactics. How do you normally deal with shooty armies, particular the MSU variety, and then how do you deal with assault armies such as BW orks, genestealer nids, daemons, FNP jump BA, etc? Thanks.




This message was edited 2 times. Last update was at 2012/05/02 02:52:09



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

The Everliving wrote:So there you have it. My 'White Dwarf' Necron list (i.e. one of everything rather than spamming a particular unit type). It's certainly not a list that will suit everyone but its worked out very well for me this year and I'm not entirely sure that I'd change anything at the 1,850pts level.

Awesome that such a diverse list could do so well!! Even on day 2 against the cream of the crop.
   
Made in us
Tail-spinning Tomb Blade Pilot




New York, USA

This is the type of Necron list I hope to one day make(without copying anyone) I can't stand 'strategic' lists that spam one or two good units(ie 3 annihilation arks or 18 wratihs), I choose necrons because they have great synergy, that you for posting this, it made my day.

"Surrender and Die."

"To an Immortal, to one among a legion, honor and your word are all that matter" - Phaeron Orionis of the Brotherhood

W-L-D
6-1-3 
   
Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

I like the list, and it all makes so much sense when you give the reasons for taking each unit.

Thanks for the write up.

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
Made in us
Unhealthy Competition With Other Legions





CT

This is garbage.
Only a dirty englishman would play this list.


PS- Hey Fennel

This message was edited 1 time. Last update was at 2012/05/02 04:56:36


Fortune Favors the Bold
 
   
Made in us
Virulent Space Marine dedicated to Nurgle



where i want to be

I like your list a lot , but am i reading it right that you have one overlord ? If so I didn't think you could set the crpteks up the way you did.
   
Made in us
Tail-spinning Tomb Blade Pilot




New York, USA

He has a pahreon overlord in with the immortals too

"Surrender and Die."

"To an Immortal, to one among a legion, honor and your word are all that matter" - Phaeron Orionis of the Brotherhood

W-L-D
6-1-3 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Great write up, interesting all around... Kinda like how you use both immortal types as well!

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Made in us
Longtime Dakkanaut




jy2 wrote: There's not really a whole lot of redundancy that you would normally find in many competitive lists. The shooting isn't particularly overwhelming, and assault isn't very scary at all. Perhaps that is one of the reasons why many players will under-estimate your list the first time they play against you.





Redundancy can be accomplished over several different units and not always with the same unit repeated. Assault redundancy is accomplished with 5 units capable of beating a vanilla marine tactical squad in HtH (that's how I define an assault capable unit - one that can, more often than not, beat a vanilla marine tactical squad).

Overlord on barge
Overlord with immortals
Wraiths
2- Spiders
2- Spiders

Assault capable doesn't mean you can go toe to toe with assault terminators. A list only needs 1 maybe 2 units capable of dealing with assault terminators.

There is also redundancy in what he can attack. There are 7 units that can deal with vehicles at 18" or greater whether through assaults or shooting (or both if need be). He has anti-horde power with the Monolith (which also covers him vs. an Ork foot list with Lootas spam), tesla immortals and even the scarabs, once pumped up, can take down hordes.

I really like the two storm crypteks with the immortal squad. That is very clever. The immorrtals are laying out 9-18 str 5 shots at range. They have a 3+/4+ with the res orb and the walking overlord means a tactical squad will thinnk twice about charging them. The typical response to that unit is to assault them with your dedicated assault unit - the top dog. Assault terminators, wraiths, etc... But the two crypteks mean the assaulting unit will take 2d6 str 8 hits before swinging. That's enough to drop 2 assaulting wraiths before blows are struck. It's also enough to give deathcult assassins pause before commiting them to an attack. It really helps make the unit of immortals much more tougher to assault and thus get rid of (since shooting them off the table is so hard)
   
Made in gb
Daemonic Dreadnought





Derby, UK.

I need to buy/make/convert more crypteks so i can try a list like this.


Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

DarthDiggler wrote:
jy2 wrote: There's not really a whole lot of redundancy that you would normally find in many competitive lists. The shooting isn't particularly overwhelming, and assault isn't very scary at all. Perhaps that is one of the reasons why many players will under-estimate your list the first time they play against you.





Redundancy can be accomplished over several different units and not always with the same unit repeated. Assault redundancy is accomplished with 5 units capable of beating a vanilla marine tactical squad in HtH (that's how I define an assault capable unit - one that can, more often than not, beat a vanilla marine tactical squad).

Overlord on barge
Overlord with immortals
Wraiths
2- Spiders
2- Spiders

Assault capable doesn't mean you can go toe to toe with assault terminators. A list only needs 1 maybe 2 units capable of dealing with assault terminators.

There is also redundancy in what he can attack. There are 7 units that can deal with vehicles at 18" or greater whether through assaults or shooting (or both if need be). He has anti-horde power with the Monolith (which also covers him vs. an Ork foot list with Lootas spam), tesla immortals and even the scarabs, once pumped up, can take down hordes.

I really like the two storm crypteks with the immortal squad. That is very clever. The immorrtals are laying out 9-18 str 5 shots at range. They have a 3+/4+ with the res orb and the walking overlord means a tactical squad will thinnk twice about charging them. The typical response to that unit is to assault them with your dedicated assault unit - the top dog. Assault terminators, wraiths, etc... But the two crypteks mean the assaulting unit will take 2d6 str 8 hits before swinging. That's enough to drop 2 assaulting wraiths before blows are struck. It's also enough to give deathcult assassins pause before commiting them to an attack. It really helps make the unit of immortals much more tougher to assault and thus get rid of (since shooting them off the table is so hard)


I really like your point about the Immortal/Stormtek unit. It is definitely something I may be willing to try out. I've always liked the idea of a lord running around punching things with other robots...

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Made in jp
Proud Triarch Praetorian





Excellent stuff!
I do have one question: how did the Despair-tek work out with the Nightmare Shroud?
(I've never really seen the point in using one... but then, I'm still relatively new, and completely inexperienced in the realm of tournament play, so I may not have the slightest clue on what the tactical advantage would be in taking a Shroud over, say, giving the Wraith unit a third Whip Coil).

 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

The Everliving wrote:Heavy 3: Monolith
The other unit I use because I like the model The monolith acts as mobile terrain for me. If I need to hide something in turn 1 it hides behind the monolith. Its damage output is never particularly high but I found it draws a lot of firepower and will usually last a few turns before being taken out. I'm always pretty happy with this since if an opponent is shooting at the monolith then they're not killing my other models.


This is what I'm hoping for MY monolith too. Trying to build a Spyder/Swarm-based list and hoping the Monolith will divert a bit of firepower.

   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

The Everliving wrote:Troops 1: 9 Immortals with Gauss. In with them is a Phaeron Overlord with mindshackle, warscythe, weave and Orb. They are joined by two storm crpteks with the lightning field.
This unit is my core firebase. The overlord lets them move every turn and fire gauss blasters which gives me a glancing hit per turn at long range, and then once enemy vehicles get to within 12 inches the voltaic staffs add serious firepower to the mix. The unit is large enough that I'll often be able to control two objectives at once and the crypteks provide great defence with their lightning against anything that wants to attack them in close combat. Things like Incubi and purifiers will give them trouble but the idea is the rest of the army is somehow dealing with those guys

Troops 2: 8 Immortals with tesla. They are joined by a despair cryptek with the shroud and veil.
I use these guys to teleport over to far objectives once we get to turn 3 or 4. They can be a great decoy unit as well, deploying in one corner and then teleporting somewhere else when my opponent sends stuff over to go and deal with them. Against mech armies they have to stay safe for a little while until there are infantry models to shoot at.



Question: How often do the Shrouds do anything for you? Do you use them often in games to justify paying the points for them even if they don't normally accomplish anything? I mean, that one time you make a Paladin squad run for the hills I suppose makes them worth it. I guess I'm just wondering if you think this is 20 points well spent from your actual experiences.

Also, have you ever considered throwing on the Veil Crypteks into the uber-Immortal squad? Obviously you'd have to lose one of the Lightning Fields to do this, but it seems like the ability to jump into side/rear arcs of vehicles and hit them with 24" Gauss Blasters could be pretty fun. Although I suppose that would ruin the synergy of having both the Voltaic Staffs together in the same unit as well...


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in jp
Proud Triarch Praetorian





yakface wrote:Question: How often do the Shrouds do anything for you? Do you use them often in games to justify paying the points for them even if they don't normally accomplish anything? I mean, that one time you make a Paladin squad run for the hills I suppose makes them worth it. I guess I'm just wondering if you think this is 20 points well spent from your actual experiences.
TWENTY points? I thought Shrouds were only ten!
*runs to find codex*
Regardless, bump for an answer to the question (was wondering the same thing myself).

This message was edited 1 time. Last update was at 2012/05/03 12:05:20


 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

skoffs wrote:
yakface wrote:Question: How often do the Shrouds do anything for you? Do you use them often in games to justify paying the points for them even if they don't normally accomplish anything? I mean, that one time you make a Paladin squad run for the hills I suppose makes them worth it. I guess I'm just wondering if you think this is 20 points well spent from your actual experiences.
TWENTY points? I thought Shrouds were only ten!
*runs to find codex*
Regardless, bump for an answer to the question (was wondering the same thing myself).


Whoops, for some reason I thought he had two units of these guys each with their own Despair Cryptek, so I was saying 10x2 for the army.

But looking again I don't know what I was thinking there appears only to be a single unit with a single Despair Cryptek, so it would only be 10 points to take.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in us
Wicked Canoptek Wraith





I found the shroud very useful. Teleport over to where an opponent keeps his long fangs, lootas, de-meched henchmen etc and immediately make them take a morale check. Doesn't always work obviously but the nuisance factor these immortals become gets magnified by my opponents when they realise I can force a morale check without causing casualties. Then shoot them with the immortals and maybe they take another one

I'd love another whip coil with the wraiths but the shroud is too good to drop.

I ran a single storm cryptek with my immortals for a while for a few tournaments in Jan and Feb and used a necron lord with scythe and scrabs in there - it made the unit very dangerous as there was effectively an untargetable warscythe in there to go after characters. I took the double storm cryptek build to a 40 player event in March and have never looked back. Assaulting that unit is the only sure fire way to get rid of their firepower, and 2d6 st8 hits will cause anything bar terminators to at least think about it first.

Three time holder of Thermofax

Really the tallest guy in a Cold Steel Mercs T-Shirt 
   
Made in us
Torture Victim in the Bowels of the Rock





I really like your list I've played one similar but never had your results. I finally switched to DE which fit my tactics better.
   
Made in au
Dakka Veteran




What I like about the double Voltaics too is those 8 Str 5 shots pumped out by just the two models, in a unit of effectively assault 2 Str 5 guns. That's a lot of dakka.

I'm tempted to try something similar in a game with Anrakyr in a game just to make them into Eternals and a cool centrepiece.

This message was edited 1 time. Last update was at 2012/05/04 21:06:04


 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

As a fellow monolith enthusiast, i like your style sir, +1 internets to you

If they can't blow the particle whip off the thing, its rather effective against blobs (can't possibly miss, lots of ID and no armor saves) or MSU (wipes a whole squad of 5 marines on a direct hit 4/5 times) (also krak missiles/plasma can only glance it, with the ability to ignore shaken/stunned results)

Genestealers don't work well against it either, whip at long range, portal at short range with the flayer arcs, and the best they can do is hope to glance it as well, and that relies on getting the charge, rend and a 3 on the rend.

Just keep it away from ordinance tanks or melta, and it should make up its points pretty easily (from my experiences in the games i've fielded mine.)

Bedouin Dynasty: 10000 pts
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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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