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Made in gb
Scouting Shade




Overlord, Scythe, Res Orb, Semipiternal Weave, Mindshackles

10 Immortals

13 Warriors (Lord joins these)

Doom Scythe
Doom Scythe

Triarch Stalker 150pts

"We have more soldiers than you have bullets." The Imperial Guard  
   
Made in us
I'll Be Back



Ohio

That seems pretty mean.. but putting faith in 2 Doom Scythes at such a low point cost could be hazardous, I would suggest using an Annihilation Barge, for just under 100 pts you can't beat them... and if you did replace the Doom Scythe with the ann. barge then you could kick out 2 Immortals and fit a Ghost Ark in behind the warriors to keep them from dwindling down.

This message was edited 1 time. Last update was at 2012/11/02 03:47:09


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Made in gb
Scouting Shade




I could reduce one doom scythe to just a night scythe and add a annhilation barge?

"We have more soldiers than you have bullets." The Imperial Guard  
   
Made in us
Irked Necron Immortal







Most of what the folks have said is pretty spot on.
Some personal experience I have though with the crons and 6th though:

  • Pre-1500 points, the Doom scythe is over costed, much in the same fashion as the Stalker post-750 points. There are simply better things to take within those slots that are cheaper, and provide sufficient fire power and tactile that will suffice as your list lacks the power and tactile that those units bring outside those points boundaries.

  • Immortals are damn good for foot slogging, but a small group of warriors in a ark are worth it in vehicle lists. Keep the warriors in the ark as they are slightly fragile when facing templates and blitz assault lists. Immortals normally dont have that problem, but youll want to back them with a RO lord if your walking with them, and possibly a Lightning Field Cryptek for the blitz lists.

  • The CCB in any point range is worth the points when you stick a DIY Overlord with MSS and a WS, SW is optional, but with +1 to his toughness, most MeQ armies will have a hard time wounding him in CC (4s to hit, 6s to wound on standard marines); and you WILL want him in CC. Also with the rules for chariots, this guy and its Sweep attacks are just plain brutal against MeQ. Best used by running right at MeQs and getting them into combat (dont forget your D6 Hammer either!), allocate your sixes to hit against the nasties in the group that will be able to jack up the CCB in their shooting phase. After that, mop the group up.

  • Pre-1500 points, full A barges for heavy support, unless your trying your hand at Scarab farming, which if played right, is very nasty. Though, this combo only works well after about the 1250 mark. The Monolith has its uses, but really only shines its best if your using a blob list and need to get a group of your warriors around.

  • A barges are the next best thing to taking out fliers, and at 90 points, they are a steal.


  • Things to note about 1000 point games:

  • Most armies will be fielding around 4-8 Plasma weapons (as the meta shifted in its favor in 6th). Melta is still pretty deadly for our vehicles, but the only army thats currently pigeon-holed into only having this type is Orks. These will be your priority targets in this point range. If you can kill off the plasma and units with templates in the army, Necrons will have an easy time with the rest of the army.

  • Parking lots in this range suffer from lack of protecting units, IE: IG, Tau. When facing these armies, your objective above all else is to get to those vehicles and dismantle them ASAP. immortals do this best for the points. Though, if for whatever reason if your running with Destroyers, thatll become their objective; The Destroyers are faster and it allows the Immortals to sit on objectives, making these two armies come to you, which is precisely what you want.


  • Again, these are just my views on the Necrons in sixth thus far. Hope the insight helps a bit! :3

     
       
     
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