Eternally Cursed Dice wrote:
2 necron lords
60 warriors
10 immortals
6 pariahs
8 desroyers
2 heavy desroyers
1 tomb spyder
1 nightbringer
2 monoliths
10 scarab swarms
could you make this army to a anti chaos space marine army
by the way the chaos player uses alot of assault weapons and uses deamon price
also could anyone tell me how to kill a deamon prince will be appreciated
You should try to pick up more destroyers. It is cheapest to get them at ebay in small batches of 2-4, usually badly painted and half-assembled. You will pay typically less than 50% of retail value.
If that is not an option, you can proxy the 2 heavies as normals, giving you two full squads of 5.
What I would do is:
Lord, destroyer body, phase shifter, orb
2 Monoliths
5 destroyers
5 destroyers
Deceiver (proxy the nightbringer)
2x squads of warriors, each no more than 14
That is about 1800 pt. Ask your opponent to decrease his points to your level until you get some more destroyers.
The plan is to use your monoliths as roadblocks while the destroyers pop the rhinos. That should be easy as you get 30 shots, 20 of which will hit, so you get 3 glances and 3 pens. When the
CSMs jump out of the rhinos, hit them with particle whips from the monoliths - S9 AP3 large pie will hurt them a lot.
Hide the C'tan behind the monoliths until something is in striking range, e.g. a
DP. The C'tan should beat the
DP one-on-one without problems. It is important to take the deceiver, so you can leave
CC in the enemy's turn's assault phase, then shoot the
DP on your turn and assault back in. That is a very dirty tactic, but that is what the Deceiver is about.
Attach the Lord to the destroyers, as they move the same, and the lord will help them make
WBB even against vindicators. If many destroyers still fail the roll, recycle them through a monolith for a reroll. Always move the destroyer squads as one big cloud. If you split them, they may lose the
WBB.
The warriors should be reserved and walked in in most cases. They have a lot of shots and the gauss rule, so under certain circumstances, it is a good idea to teleport them through the monolith and have them rapid-fire an isolated target. Contrary to what many say, they are an asset rather than a liability if you use them right. Yes, they will die in sweeping advances, but there are ways to keep them out of combat, and if they don't break and run, you can teleport them out of
CC by the monoliths.
Do not take immortals and a second lord. A second lord is getting very expensive on games below 2000 pts. Immortals are still vulnerable to sweeping advances and to losing
WBB for lack of nearby models.
Do not take the scarabs - to be effective, you need many of them. Also they compete with destroyers for the fast attack slots, and will not do much against
CSMs. Also, they are not necrons, so do not count towards phase out.
Against this chaos army, the above strategies should hold out well.
Contrary to advice you were given, whipping the oblits is not a good idea. The whips should be used on the zerkers first, because they are the main threat to your army due to sweeping advance. Once the zerkers are dead or significantly reduced, it may make sense to whip the obliterators. Remember that meltas do not get extra dice against the monolith due to living metal, while oblits shooting a lascannon each may take a very long time killing a monolith. So, the oblits are not as big a threat if they go after the monoliths. They would be more dangerous if the
CSM player switches to plasma cannons and goes after your destroyers and warriors, but you get
WBB and can recycle for a reroll.
It is important to remain focused on your priority list:
- destroyers shoot rhinos and
DP
- liths whip zerkers then oblits
- deceiver hides behind liths, then assaults, then waltzes out on enemy
CC turn, then charges back in to kill
DPs
- warriors keep out of
CC but teleport in to finish isolated weakened squads and claim objectives
Good luck!