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Orks with Necron allies. Though I'm not convice the allies are worth it at 1500 it's a core for higher point games. Mostly 1750 and 1850 to 1999. At 2000 the whole game changes and the allies will fall away
Big Mek w/ KFF 85
Big Mek w/ KFF 85
30 boyz w/ shootas 3 big shootas, nob upg. PK, 230
30 boyz 3 big sluggas, nob upg. PK, 230
30 boyz 3 big sluggaas, nob upg. PK, 230
30 boyz 3 big sluggas, nob upg. PK, 230
Core points 920
Allies
Imotekh the storm lord 225 (if you can't beat them joing em')
Necron warriors 7 w/ ghost ark 206
canoptek spyder 2 100
scarabs 45
allies points 576
Total 1496
At 1750 (1749)
2 Dakkajets with fighta ace or an extra dakkacannon (we'll see which is more useful) and one more warrior for necrons. These may also be replaced by stormboyz for a good initial charging unit/counter charge unit depending on how flyers affect the local meta.
I messed up on my maths a little ending in having to adjust points. Originally it was 3 canoptekhs and 9 warriors.
But this is the basis.
-Ihmotekh makes night fight, helping protect the units against ranged attacks. He also helps take out vehicles and elite units outside of vehicles with his str. 8.
-KFF protects all units withing 6 with cover incase any shots get through night fight. They will also be there to refuse challenges so the Nobs can snipe with PK's.
-shoota boyz I only have enough for 1 full squad are in the vanguard, the night fight won't affect them so much with only and 18 inch range. They are in the front of the army to recieve any charges and hopefully shoot them down.
-Necrons help take care of vehicles with glancing attacks. At higher points level there are more of them so it's more useful and the ghost ark may change to a night scythe to help take care of flyers. Which would give me one more warrior as well. However with this list the ghost arks helps augment shooting with broadsides.
-Scarabs get buffed first and hopefully second turn making the squad large enough to deal with any threats, though they will mostly be there to take out Landraiders and other assault vehicles.
With the canopteks following up.
-Originally the spyders had psykic defense but I don't believe it would help the orks so I'm relying on cover saves. At higher level one may have a repair arm to fix the ghost ark, but if one penetrating hit gets though it's most likely done, so it would only really worry about glances. Of course it may prove more useful at 1500 with a lack of anti tank.
Turn 2 the scarabs and shoota boyz may start off the charges in hopes of tying front units up to protect the CC orks from over watch. 3 should have the orks charging with at least 90 orks still left , most likely the canoptekh spyders
At 1750 Dakkajets who's movement will help mitigate the night fight, will be added and another warrior, and this list is mostly based on 1750 as like I said, I don't think the allies will help much at 1500. At 1500 I think lootas or bikes/biker nobs would prove more usefull as well as dakkajets. I'd also like to add the bosspoles back especially on the shootas, I had to drop them to fit points, because they will recieve the most attacks.
At 1850 possible additions are another spyder, and a chronometeron crypteck.
The army will be formed in a square with shootas in the front in a line, followed by scarabs. On the sides moving in CC orks big mek and canoptek spyders (just behind scarabs) and the center will be the ghost ark. in the rear will be another cc ork unit incase someone trys to come in from behind. No unit should be more than 6 inches from a big mek. It will rely on protection from night fight and cover from the big meks. Either way it has 5 troops choices for objective holding. Nobs will be placed at the center of units to stay out of harms way and use the 3 consolidation move to engagement range at ini 1.
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