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Made in us
Been Around the Block




Overlord - 180
on a Barge w/ a War Scythe

Destroyer Lord - 125
(With Wraiths)

10x Immortals - 245
w/ Tesla, Lord w/ Res-Orb and War Scythe

10x Immortals - 245
w/ Tesla, Lord w/ Res-Orb and War Scythe

10x Warriors - 245
In Ghost Ark

6x Wraith - 240
3x Whip Coils

8x Scarab Swarms - 120
8x Scarab Swarms - 120

3x Spyders - 150

Annihilation Barge - 90
Annihilation Barge - 90

So that's 1850 on the nose. I'm specifically looking on for opinions on: are the lords in the immortal units a total waste of points? I know their not the most efficient but I really like them. Two units of scarabs a good idea, or drop it down to one? Do the wraith really need the destroyer lord?
   
Made in au
Longtime Dakkanaut





Perth, Australia

I'd probably be more inclined to put the lord with the Warriors as the immortals are a bit harder to kill as is.

If you drop a lord you could add a cryptek (I'm finding these generally make units much more useful), in this case Despair with Veils of Darkness - if you put one of these in with one of the immortals you can swing them all around the board - avoiding CC but shooting when you land.

If you have points left over I'd suggest you add MSS to the overlord (maybe SW or the Phase shifter) just to make him a bit tougher once the barge gets shot from under him.

my 2c!

   
Made in gb
Freaky Flayed One



London, UK

Am actually liking the list, its very solid.

No the res lords in my opinion are never a waste, maybe think bout replacing the warscythes with maybe shackle scarabs.

i was toying with the idea of a overlord in command barge, give him warscythe, res orb and phylactery. May sound like a weird combo but sweep attack with scythe is juicey. only thing to worry bout whilst zooming around is the immobile hit but take the wound to negate that til he goes down. Res orb and phylactery to help you keep on rocking :-)

   
Made in us
Sinister Chaos Marine





I would give the O.L. a war scythe and a res orb. Also Idk if the War scythes are totally necessary in your Immortals since their primary role is shooting not H2H, I mean its a decent backup if they do end up there, but it might be better used somewhere else.
   
Made in gb
Freaky Flayed One



London, UK

Gotta agree with lunchmonkey bout the warscythes, how bout replace them with tremorteks, bit cheaper but can help keep units from assaulting you. would mean you loss res orb tho :-(
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I would drop the lords in the immortal units, give one of them a lancetek, the other a VoD
Res orbs for a ten man unit are a bit overcosted, also the lord can only do so much with scythe, mss, if you aim for them to ever be in assault, you need MSS, they are so...sooo good.

I'd also grab a particle caster on the wraiths to take advantage of further wound allocation funtimes.
The destroyer lord with the wraiths is a natural combination, and an excellent choice, just remember he doesn't unlock a court.
I'd leave the scarabs as is.

My only other suggestion would be to drop a warrior, and with any points over from the lord, grabbing a lancetek with a solar pulse to ride around in their gunboat, probably pop that turn 1 against a long range army, or turn two against anything medium or short ranged.

Essentially, just some minor tweaks, but its a good start

Definitely don't put an orb on the OL, he's there surfing around, all you really need is his scythe, and the cover save from sweeping things, and he'll perform just fine, 30 points to give him 1/6 more of a chance of standing back up is a waste.

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. 
   
Made in gb
Freaky Flayed One



London, UK

I thought res orb gives you a 50/50 chance to get back up and once that roll is made you have a chance to get all your wounds back. Now the barge is a skimmer with living metal. So its going to being hard to drop it if it keeps up combat speed. If im reading the rules correct the best you can get is a glancing hit so you never lose the sheilding.

all together thats a 225 point unit that has sum nice dmg out put and staying power.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

crayz_d wrote:I thought res orb gives you a 50/50 chance to get back up and once that roll is made you have a chance to get all your wounds back. Now the barge is a skimmer with living metal. So its going to being hard to drop it if it keeps up combat speed. If im reading the rules correct the best you can get is a glancing hit so you never lose the sheilding.

all together thats a 225 point unit that has sum nice dmg out put and staying power.


What I was saying is that it improves you chances of coming back by 1/6 (from 5+ to a 4+)
But your OL would come back with 1 wound unless you buy a phylactary, which is even more points, and even then its D3 wounds, so there are no guarentees.
I would reserve res orbs for elite troops, or massive bricks of warriors.


Which unit were you referring to?

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. 
   
Made in us
Tail-spinning Tomb Blade Pilot



Texas

With every Necron list you must decide how you'll handle a long range firepower enemy. There are a number of different approaches, but going half-assed will get you killed against a competent opponent - and a shooty list is probably the most common type of opponent you'll face. Their tactics are NOT difficult - they stand back and shoot at the stuffs coming at them the fastest. (CCB's and Wraiths here.)

One approach is to play on tables with no long range fire lanes. Good work if you can get it.

Another is to close fast and stomp stuffs. That's what we're close to here with 2xCCB, a very strong Wraith unit and the Scarabs. But it's not enough - again, unless you typically play on a busy board. You've an awful lot of points invested in foot blocks and (effective but lumbering) AB's that you're going to have to charge across the board to get into firing position. They'll be engaging on turn 3 with good running rolls maybe, but what do you do until then?

I could go on, but the answer is so obvious - simply add one or two Solar Pulses to negate enemy alpha-strike long range fire. At that point, you can approach with the foot units (still have to boogy up there) and then engage everything all at once on turn 3 without having weathered two turns of lascannon, plasma cannon, heavy bolter, (add anything with 36" + range) fire.

The list as-is actually kicks ass against Orks, Tyrannids, and the like. Just tweak it a bit.

This message was edited 1 time. Last update was at 2012/05/07 18:15:35


 
   
Made in gb
Freaky Flayed One



London, UK

Was referring to the combined cost of the barge the OL and all the mods, ive not got this combo in my list but it is something ive given thought to.

2 crpteks with solar pulses is good and is what i actually wanted for my list to use on the 1st or 2 to get my scarabs closer. went with imotekh in the end and canceled the storm when needed.
   
Made in us
Been Around the Block




The war scythe on the standard lord is there for two purposes, the first is to try and mitigate the ld loss from loosing combat. Now I'm not talking getting charged by purifiers or anything like that more like a tac squad. The second reason is walkers. Now this may be a hold over from being a marine player and putting a fist in every squad.
   
Made in au
Longtime Dakkanaut





Perth, Australia

If you could detach the lords from the Immortals and send them to kill tanks etc then I'd say take the war scythes. But you can't because the Lords aren't IC.

However, because the Immortals have a 3+ save anyway I'd almost be inclined to drop the lord and orb and insert a cryptek for some assault defence instead. Either despairtek with abyssal staff (maybe nightmare shroud if you are up against an opponent with low LD) or Storm with lightning field. If you used a despairtek you could then VoD them around for some extra mobility.

With the extra points you could get some lanceteks to put in the warrior squads to give you a little more AT.

That may also provide a bit more of the distraction [edit - oops forgot to finish the sentence] that will let the CC elements get closer.

This message was edited 2 times. Last update was at 2012/05/09 02:38:48


   
Made in jp
Proud Triarch Praetorian





Corny wrote:Overlord - 180
on a Barge w/ a War Scythe

Destroyer Lord - 125
(With Wraiths)

10x Immortals - 245
w/ Tesla, Lord w/ Res-Orb and War Scythe

10x Immortals - 245
w/ Tesla, Lord w/ Res-Orb and War Scythe

10x Warriors - 245
In Ghost Ark

6x Wraith - 240
3x Whip Coils

8x Scarab Swarms - 120
8x Scarab Swarms - 120

3x Spyders - 150

Annihilation Barge - 90
Annihilation Barge - 90
That's lookin' like a pretty sweet list you got there, though yeah, it could do with a few tweaks, as people have said.

-ResOrb Lords are great and all, but might not be all that necessary this time around.
-do NOT give the Overlord a ResOrb. I don't know who made that suggestion, but that would be 30 points wasted.
-get at least one Harbinger of Destruction with Solar Pulse to keep your guys safe from long distance guns for a turn (stick him in the Warrior's gunboat).
-if you keep the Destroyer Lord (and you should. D.Lord+6 Wraiths is a vicious deathstar), you should probably hit him out with Weave and Mindshackle Scarabs to make him truly terrifying.
-speaking of Wraiths, yeah, give one of those guys a Particle Caster to keep them alive longer via wound allocation.

This message was edited 1 time. Last update was at 2012/05/09 13:08:06


 
   
 
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