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Made in gb
Agile Revenant Titan





Scotland

Heyy guys, so the whole point of this list is really to do three things;

1. Break the vehicle meta that I always find myself playing, yet still retain high-mobility

2. Be fast enough to force my opponent to pick and choose his targets, pressing his target priority.

3. And mess with my opponent's depth perception in-game, making him focus on my charge-ranges and possible movement destinations.

So, here we go:

1. Nemesor Zahndrekh - 185pts.

2. Vargard Obyron - 160pts.

3. Overlord - 190pts.
w/ Warscythe, Mindshackle scarabs, Resurrection orb, Phase shifter.

4. Royal Court - 190pts.
w/ • Necron Lord - Warscythe, Resurrection orb, Mindshacle scarabs.
• Cryptek - Harbinger of Despair, Veil of Darkness.
• Cryptek - Harbinger of Destruction, Solar pulse.

5. Royal Court - 115pts.
w/ • Cryptek - Harbinger of Despair, Veil of Darkness.
• Cryptek - Harbinger of Destruction, Solar pulse.

6. Necron Immortals - 170pts,
w/ 10 members, Tesla carbines.

7. Necron Immortals - 170pts,
w/ 10 members, Tesla carbines.

8. Necron Immortals - 170pts,
w/ 10 members, Tesla carbines.

9. Canoptek Scarab Swarm - 150pts.
w/ 10 bases.

10. Canoptek Wraiths - 250pts.
w/ 6 Wraiths, 4 Whip coils.

Total = 1750pts.

As always, C&C is appreciated guys!

Thanks in advance,

Iranna.


 
   
Made in us
Savage Khorne Berserker Biker





PA

so sarab and immortals are walking it other then that this list looks amazeing

we dunno wot you been told,
our Stormboyz here are mighty bold,
we da best of da lot,
we make yins look like grots


I am White/Black
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Made in gb
Automated Space Wolves Thrall




What happens if you come up against a mech army? What's your plan then?

This message was edited 1 time. Last update was at 2012/05/13 16:11:13


 
   
Made in gb
Agile Revenant Titan





Scotland

jbsnv wrote:so sarab and immortals are walking it other then that this list looks amazeing


No, I actually have 3 Veil of Darknesses because Vargard Obyron has his "Ghostwalk Mantle" so all 3 Immortal squads will be zipping around the board and the Scarabs are fast enough to keep pace.

Taau wrote:What happens if you come up against a mech army? What's your plan then?


Well, I do have 2 Eldritch lances to handle vehicles if I really need to, but the main vehicle killers will be the Scarabs. With the two solar pulses should give them 2-3 turns to move into position and create a "no-fly-zone" to any vehicles, shutting down any objective-grabbing attempts and also, putting them into a position to attack any vehicles that stray too close (again, testing my opponent's depth perception). Also if I have to, the wraiths can multi-assault vehicles and do some damage.

Iranna.




 
   
Made in gb
Automated Space Wolves Thrall




But if the swarms do go which is happening more frequently due to the realisation that S6 blast weapons decimate them then you've only got two un-reliable shots a turn and at 1500pts I'd be expecting a lot of vehicles.
   
Made in gb
Agile Revenant Titan





Scotland

Taau wrote:But if the swarms do go which is happening more frequently due to the realisation that S6 blast weapons decimate them then you've only got two un-reliable shots a turn and at 1500pts I'd be expecting a lot of vehicles.


1750pts btw, and That's the beauty of a 2-3 turn Night fighting for my opponent: He most likely won't be able to target my Scarabs and so, they can move up unmolested, getting straight into cover in case any barrage weapons come at me so that I can still get my 3+ cover save. Then, I can Veil right behind any tanks with Barrage and get S5 shots on the rear armour.

Iranna.

 
   
Made in us
Drew_Riggio




Are you allowed to have 3 HQ choices?
   
Made in gb
Agile Revenant Titan





Scotland

LordTyphus wrote:Are you allowed to have 3 HQ choices?


If I take Nemesor Zahndrekh, Vargard Obyron no longer uses up an HQ slot.

Iranna.

 
   
Made in us
Stern Iron Priest with Thrall Bodyguard





Atlanta, Ga

Of everything here, the only unit that I'm not too thrilled about is the Wraiths. Any big reason to take 6 as opposed to say 3 or 4?

I just wonder this as having another flexible, mobile unit (I don't count the Immortals as for all intents and purposes they aren't flexible due to the inhibition of Deep Strike) may help mitigate the Scarabs getting tied down or the big Wraith unit. I.e., someone blocks their armor with an Infantry Blob that you're having a hard time dealing with...If one unit of Wraiths gets tied up, you pull the blob forward allowing the Scarabs and the other unit of Wraiths the ability to go bananas in the backfield. Just a thought.


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"If all else fails, empty the magazine" 
   
Made in gb
Agile Revenant Titan





Scotland

Unholy_Martyr wrote:Of everything here, the only unit that I'm not too thrilled about is the Wraiths. Any big reason to take 6 as opposed to say 3 or 4?

I just wonder this as having another flexible, mobile unit (I don't count the Immortals as for all intents and purposes they aren't flexible due to the inhibition of Deep Strike) may help mitigate the Scarabs getting tied down or the big Wraith unit. I.e., someone blocks their armor with an Infantry Blob that you're having a hard time dealing with...If one unit of Wraiths gets tied up, you pull the blob forward allowing the Scarabs and the other unit of Wraiths the ability to go bananas in the backfield. Just a thought.


Well, the whole idea behind the Wraiths is they are my answer to hard deathstars; Paladins, Seer Councils etc. With 2 Wounds, rending and a 3++ they are very durable and they will be there to tie such units up, or rush the enemy lines.

Also, many people are now afraid of Wraiths I find, due to all the hype on the interwebz about them (I actually consider them an above-par assault unit, they'll most likely fold against anything that is dedicated to close combat) and hopefully, this will force them to try and fire at them instead of the Scarabs. If they do target the Scarabs, I can still use the Wraiths to destroy vehicles and if they do then my Scarabs can get into position for munching.

If someone pushed an infantry blob in front of their tank then my tactic is already working: stop tanks in their tracks and force my opponent to play on my terms. His infantry can then be fired at by my Teslas.

Iranna.

 
   
Made in au
Longtime Dakkanaut





Perth, Australia

If you trimmed the FA slot a little, you may be able to get the Overlord a Barge. I always find that the barge is a huge distraction. It is comparatively tough to kill, gives you more mobile AT and you can pop the mech in the movement phase.

   
Made in gb
Agile Revenant Titan





Scotland

MarkCron wrote:If you trimmed the FA slot a little, you may be able to get the Overlord a Barge. I always find that the barge is a huge distraction. It is comparatively tough to kill, gives you more mobile AT and you can pop the mech in the movement phase.


I did consider this, however, I decided against it because it didn't achieve the theme I was going for - a highly mobile, yet vehicle-less list. Also, I felt that due to it being the only vehicle in the list, it would be subject to every anti-tank weapon in my opponent's list and AV13 or not, it wouldn't last long.

Iranna.

 
   
Made in jp
Proud Triarch Praetorian





Unholy_Martyr wrote:Of everything here, the only unit that I'm not too thrilled about is the Wraiths. Any big reason to take 6 as opposed to say 3 or 4?
Anything less than 5 tends to die easily, you'd basically be throwing away one of the more important units in the codex.

 
   
Made in gb
Freaky Flayed One



London, UK

yeh i use wraiths as a distraction unit. 2 groups of despairteks plus death marks veil behind and wraiths up the middle. Which ones to you prioritise to take down first.

i like lists like this because the opponent can never truely know what your ganna hit next muhahaha
   
Made in gb
Fresh-Faced New User




Ok since it's been a while since i read the new necron dex i may be wrong, but i thought there were restrictions on using more than one cryptek of each type (or at least taking a cryptek power more than once) in an army? The list however is rather good, and i like that it's somewhat competitive despite being anti-mech.

Deathmarks may go well with your veil of re-deploy evil, and would complement the anti-deathstar capabilities well, if the cyptek question is indeed an issue, else just go with some tomb spyders/more scarabs - cheap monstrous creatures that make more scarabs are always good
   
Made in jp
Proud Triarch Praetorian





slipintoshadows wrote:i thought there were restrictions on using more than one cryptek of each type (or at least taking a cryptek power more than once) in an army?
I'm still amazed people are asking this question. It comes up like once a week at least. (how long ago did the FAQ come out now?)

No, you can have any number of Harbingers you want within your 5 per Royal Court restrictions. The "only one" stipulation covers the unique wargear they're allowed to buy IN ADDITION to the staff they get for the upgrade to Harbinger. (eg. You can have 5 Harbingers of Destruction, but only one can have a Solar Pulse).

 
   
Made in gb
Fresh-Faced New User




ok so the list above is taking 2 solar pulses and 2 veil of darkness - is that legit just because they're in different royal courts then? i thought it was per army, but as a non-necron player i don't stalk their FAQ, my bad
   
Made in jp
Proud Triarch Praetorian





Yes, with two Overlord level HQ in your army, you can take two Royal Courts (and therefore, two of each of those special wargear, eg. Solar Pulse and Veil of Darkness)

 
   
Made in gb
Agile Revenant Titan





Scotland

slipintoshadows wrote:
ok so the list above is taking 2 solar pulses and 2 veil of darkness - is that legit just because they're in different royal courts then? i thought it was per army, but as a non-necron player i don't stalk their FAQ, my bad


Yup, the unique wargear is only limited to the Royal Courts themselves, so I can have 2 Veils and 2 Pulses and Vargard Obyron gives me a third Veil.

Iranna.


Automatically Appended Next Post:
I was re-thinking this list and considering splitting the Scarab swarm into 2 groups of 5, any other ideas?

Iranna.

This message was edited 2 times. Last update was at 2012/05/14 16:03:00


 
   
Made in gb
Freaky Flayed One



London, UK

well for the perfect catch me if you can unit have you thought Wout tomb blades? i know they dont get much press but give them shadowlooms and turbo boost them around gets them a nice 2+ cover save. position them to wall your scarabs for a turn if run right aswel.

just something i was thinking bout last night that was all :-)
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

I like the list, but i just feel that anti-tank is really lacking.

Scarabs are nice anti tank, but if your tank huting with them then your up close, so night isnt helping a great deal.
So at most the unit will pop a tank, then get blasted off the board.

Wraiths are a nice unit and should be taken at max size.
Cant really go wrong with them.
Nice for light armour, nice for holding and killing units, and nice for slowing down a death star if needs must.


So, whats the plan when you face a stormlord list?
They play with pulses and gun down your anti-tank units, you then have no way of removing their armour.

While the theme is nice and its refreshing to see a list thats not tremorcrons, i think vehicles really do add a punch to the lists.
Its like DE on foot

   
Made in us
Fixture of Dakka





San Jose, CA

I agree that the AT here is lacking. You only have 2 main sources of AT - wraiths and scarabs. The immortal units (BTW, they can benefit greatly here from a triarch stalker) are mainly for gunning down infantry. They won't reliably do much to transports, and you really don't want to be assaulting vehicles with your warscythe lords in the immortal units.

I've tried a similar list (http://www.dakkadakka.com/dakkaforum/posts/list/425376.page) - my flying circus list (though I did play it wrong). It'll work great on a more infantry-based opponents, but I just can't see it working against heavily-meched up opponents.

A command barge will significantly boost up your AT as well as give you much mobility.

Also, any list with where you use scarabs, I highly recommend considering spyders. They are a pair, just like an Overlord and his command barge. Spyders are a support unit that buffs up your army. IMO those units are much better than units that can contribute directly to the offense. Just 1 unit of 2-3 spyders is all you really need. They can also threaten normal MEQ's, give psychic defense as well as play a counter-assault role.

If you want to go immortal-heavy, consider the triach stalker. It's another buffing unit which can also supply AT as well. It can also be used to protect your immortals as a tarpit unit.

If you don't want to have any vehicles in your list, then there's a simple solution - get another unit of 10 scarabs! Slim down on some of your Royal Court (IMO not every unit needs a veil or resorb) for some much needed AT.


This message was edited 2 times. Last update was at 2012/05/14 17:51:24



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Made in gb
Towering Hierophant Bio-Titan





Fareham

I agree with jy2 on the scarabs.
You have too few to make them a reliable tank hunting unit.
Spiders boost it to no end and keep the threat going at all times.
They will also help draw fire from your more important units.

And on a side note, the models look pretty damn good too.

   
Made in gb
Agile Revenant Titan





Scotland

Thanks for all the replies guys!

I've taken into account what you've all said and come up with a revised list:

1. Nemesor Zahndrekh - 185pts.

2. Vargard Obyron - 160pts.

3. Royal Court - 190pts.
w/ • Cryptek - Harbinger of Despair, Veil of Darkness.
• Cryptek - Harbinger of Destruction, Solar pulse.
• Necron Lord - Warscythe, Resurrection orb,

4. Necron Immortals - 170pts.
w/ 10 members, Tesla carbines.

5. Necron Immortals - 170pts.
w/ 10 members, Tesla carbines.

6. Necron Immortals - 170pts.
w/ 10 members, Tesla carbines.

6. Canoptek Wraiths - 250pts.
w/ 6 Wraiths, 4 Whip coils.

7. Canoptek Scarabs - 150pts.
w/ 10 bases.

8. Canoptek Scarabs - 150pts.
w/ 10 bases.

9. Canoptek Spyders - 150pts.
w/ 3 Canoptek spyders.

Total = 1745pts.

All in all I think this list is a bit more hard-hitting, I think the 2 Scarabs swarms and the Wraiths really will prove to be the deciding factor in every game; Thus I'll miss the 2 Solar pulses. However, I can hopefully use Zahndrekh and Obyron to buy time for them to get into place and just unleash havoc.

Iranna.

 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Get a monolith, fits the theme, hard to kill, and gives you a pinpoint ds.

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Made in jp
Proud Triarch Praetorian





Holy sh*t!
That's a pretty hard hitting list!
I agree with Zid, this is one of those rare instances where a Monolith will come in handy... though, how to free up points?
... maybe drop one unit of Scarabs as well as a man off of each of each Immortal squad?

 
   
Made in au
Dakka Veteran




I liked the first list better, it just needed some gentle tweaking :(

- No Wraiths

-Phaeron on Overlord/unit of Gaussblasters

- A possible tweak to the court layout.

- Multiple Scarab units.

-Probably some Heavy Ds or Tomb Blades.
   
Made in gb
Agile Revenant Titan





Scotland

The only thing that puts me off with the Monolith is it's speed, meaning I'd have to reserve it and risk a 200pt investment not coming on when I need it.

Iranna.

 
   
Made in us
Fixture of Dakka





San Jose, CA

Nah, you don't need the monolith. You've already got a lot of tough-to-kill units. What you need more than anything is the ability to deal with mech-heavy lists. I like list #2 better.



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