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I've included some of my thoughts on how I plan to run this in the spoiler tag.
Spoiler:
The Overlord, Lord and Solar Staff Cryptek join up with the Lychguard, while the other two Crypteks each join up with the Immortals. Triarch Stalker stays center-ish to the Immortals to give them +1 BS and the Destroyers start either on a flank or behind the Stalker. Annihilation Barge will normally start on a flank and move to wherever it needs to be as the game progresses. Lychguard bring up the rear.
The core of the phalanx feels solid with 4+ RP, 5+ invuln and enough Gauss to threaten just about anything. Except WK/Knights, probably, but I don't have to fight those yet.
The Lychguard unit is something I'm really eager to try. They can hang out with the phalanx and deal with Deep Striking nasties, while also possessing the ability to return the favor by Deep Striking into THEIR backline, chewing up home point units or long-range stationary targets like Longfangs. Pop the staff first and the enemy can only fire Snapshots at the unit; anything that gets through has to deal with 4+ RP and 5+ invuln. Protection from template weapons for that turn is tasty gravy.
The Deathmarks can help with Deep Striking units as well, since Ethereal Interception is useful and cool now. Otherwise they fill a similar assassination role, which served me well with the 5th ed Codex. HtH lasting for only one turn kind of hurts though.
I'll hopefully get to try this list out this weekend, but I would like some feedback to chew on while I wait. Anything and everything is appreciated!
EDIT1: Added a mandatory Necron Lord; removed two Destroyers to make room and give it some wargear.
This message was edited 1 time. Last update was at 2015/02/07 02:51:03
Your Royal Court Formation is missing a mandatory Necron Lord.
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
I don't think you have to have more Lychgaurd or res orbs if you use them in certain ways. If I were to run that squad I'd use them as a suicidal disruption unit. Even if they don't actually reach your enemies (cause their movement is s**t and they can't assault after veil) it'll keep all your opponents big guns either running away or focused on them, making room for your delicious BS5 3+4+ immortals and destroyers to advance.
Really don't expect the Lychgaurd squad to do much though, it's a slow, small unit and even with all its saves could still certainly be beaten up quite easily by the right units.
On the other hand, Immortals + Stalkers + Destroyers + crypteks are my favourite way to run Necrons right now. You could run a list with just these units and easily win games. I know because I have been haha.
And remember Deathmarks can only use the 2+ to hit on the turn they come in now, and if they do use the interception rule they can't even fire their weapons during their shooting phase, so in a way they aren't too amazing against very much anymore and have become very vulnerable. But can't hurt to have in case of MC's I guess.
Another cool idea to consider is dropping the Overlord and replacing him with Imotekh, as he is a possible replacement for the overlord in the court detachment. I say that because you're running a solar staff, so you can make it auto night time turn one and crush the opponent with lightning. If you did this then replacing Lychgaurd with Flayed ones becomes very viable.
Anyway that's my rant. Hope some of the ideas helped.
This message was edited 1 time. Last update was at 2015/02/07 16:53:32
I agree that the Lychguard unit is at a disadvantage against certain units, particularly assault-oriented ones, due to being slow and lacking bodies. Adding a few more LG might help but I don't want to over-commit just yet, I'll see how they fare at 5 with all the gubbinz and see what I can trim down.
I'm also starting to feel less excited about the Deathmarks. They always performed well in the last Codex, but they could get more than one turn of boosted shooting in. On the other hand, I can use that one turn of boosted shooting along with Ethereal Interception and throw down some pre-emptive hurt.
I'll be sure to post back once I run the list, I have some ideas for some unit swaps now but I'll save that for the performance report.