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![[Post New]](/s/i/i.gif) 2015/05/04 19:12:10
Subject: [1850] - Necron - Decurion, competetive (new list! See bottom post)
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Secretive Dark Angels Veteran
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Hello! I am off to a GT soon and am trying to get my army ready. Any changes you see? The only concern I have is my lack of AP2. Other than rending I have none... Should I maybe try and swing the doom scythe formation?
Do you like the tomb blade set up?
Nemesor 150
Immortals, gauss (5) night scythe 215
Immortals, gauss (5) night scythe 215
Tomb blades (6), shield vanes, nebu, gauss 132
Tomb blades (6), shield vanes, nebu, gauss 132
Tomb blades (6), shield vanes, nebu, particl beamer 144
Warriors (18) (nemesors unit) 234
warriors (10) night scythe 260
Harvest
spyder 50
scarabs 60
wraiths (6) whip coils 258
1850 even.
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This message was edited 2 times. Last update was at 2015/05/05 13:42:54
~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2015/05/04 19:33:11
Subject: [1850] - Necron - Decurion, competetive
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Regular Dakkanaut
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Personally I would take the Ghost Ark over the Night Scythe, its awesome to roll up in rapid fire range and allow your warriors to rapid fire 20 Gauss shots....
Deathbringer flight is a very sweet formation too. All in all a solid Necron army but its very predictable too....
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![[Post New]](/s/i/i.gif) 2015/05/04 19:56:43
Subject: [1850] - Necron - Decurion, competetive
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Ultramarine Chaplain with Hate to Spare
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I would prefer to see Ghostarks with the warrior units. I would advise dropping the Wraiths down in size for competitive play you're practically throwing 138 points in the bin at the moment.
Harvests generally work best in pairs though. But that would require finding 92 points.
Ap2 is not a huge issue if you have the kind of volume fire you have with Nemesor and all those blades.
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![[Post New]](/s/i/i.gif) 2015/05/04 19:59:32
Subject: [1850] - Necron - Decurion, competetive
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Secretive Dark Angels Veteran
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I felt like having 1-2 arks was just making them huge targets since they are the only vehicles in my army. (Non flyer)
I know this is "predictable" but it's a Gt. I wasn't really going for originality but competitive prowless.
Why 3 wraith harvest? Seems like makes spider and scarabs a tax and then they have no hitting power.
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2015/05/04 20:24:07
Subject: [1850] - Necron - Decurion, competetive
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Ultramarine Chaplain with Hate to Spare
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Icelord wrote:I felt like having 1-2 arks was just making them huge targets since they are the only vehicles in my army. (Non flyer)
I know this is "predictable" but it's a Gt. I wasn't really going for originality but competitive prowless.
Why 3 wraith harvest? Seems like makes spider and scarabs a tax and then they have no hitting power.
Why would you take more than 3 Wraiths? They have next to no damage output and their role is a fast moving tarpit, so you want them to be cheaper than the unit they are tarpiting, remember your 6 wraiths can be held up for nearly the entire game by just 10 tactical Marines. A trade off you don't want. The spyder is fine as an early game distraction (kill it so your Wraiths don't get RPs). The scarabs are a fast moving AT threat. Harvests should be MSU they are for grabbing objectives, area denial and tarpitting. Wraiths are not a mainline combat unit they lack the damage output for that. Lychguard or Praetorians are for that job, Wraiths are an interference unit and probably the best one in the game but should never be taken in units of more than 3.
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![[Post New]](/s/i/i.gif) 2015/06/16 20:43:40
Subject: [1850] - Necron - Decurion, competetive
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Secretive Dark Angels Veteran
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Interesting. You like lychguard? Ap3 seems mediocre. You like board and sword? Automatically Appended Next Post: Also how are you delivering them? Dropping from night scythe and charging next turn?
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This message was edited 1 time. Last update was at 2015/05/04 20:44:07
~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2015/05/16 20:56:44
Subject: [1850] - Necron - Decurion, competetive
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Ultramarine Chaplain with Hate to Spare
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Lychguard with Sword and Board only if you have 2+ ICs with Scythes in the unit (Obyron & DLord is a nice combo) otherwise scythes and a Chronotek. Generally I'd go with DS and use 2 Harvests to corale the enemy so you can hit them with the Lychstar. The Lychstar is a completely different list though.
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![[Post New]](/s/i/i.gif) 2015/05/04 21:25:18
Subject: [1850] - Necron - Decurion, competetive
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Frightening Flamer of Tzeentch
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I disagree on your use of wraiths as a tarpit, they have plenty of hitting power with s6 rending attacks. They just happen to be so durable at the same time they can be used as a hammer and an anvil.
Taking a squad of 6 is a good idea if you are using one harvest, but I can see the reasoning behind taking several MSU harvests, mostly because 2 Spyders covering 6 wraiths means you are less likely to get a spyder sniped and lose RP on all wraiths instead of just half.
I don't think Lychguard are that great because you either have to deepstrike them, or put them in a Nightscythe. Either way, once they are deployed they are easily avoidable and usually won't make it into combat on turn 3. Turn 4 if the player is Savvy, Never if the player is savvy and playing a fast army. Automatically Appended Next Post: The best way I have seen lychguard proposed is a bunker (Or some other fort) and an escape hatch using some dude with a solar staff. Turn one move 6 inches out of the hatch, run d6, and you have successfully moved 18+d6 inches out of your deployment zone. Pop solar staff in opponents turn, and you have a pristine unit of lychguard within assault range of most of the opponents army, with proper placement, impossible to ignore.
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This message was edited 1 time. Last update was at 2015/05/04 21:27:37
Aftermath can be calculated.
Dark humor is like food, not everyone gets it. |
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![[Post New]](/s/i/i.gif) 2015/05/04 21:29:06
Subject: [1850] - Necron - Decurion, competetive
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Secretive Dark Angels Veteran
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So a spyder gives rp to wraiths of other formations?
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2015/05/04 21:43:54
Subject: [1850] - Necron - Decurion, competetive
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Frightening Flamer of Tzeentch
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No, they do not.
But if you lose one spyder in a formation with 6 wraiths, all 6 wraiths now go unbuffed. But if its only carrying 3, and those points are used towards another harvest it helps with saturation.
The way I see it I wouldnt bother with the MSU harvest strategy, the spyder is hard enough to kill already as it is, and if they are shooting at that then that means they arent shooting at my other threats.
I use a DCult and 2 Harvests in my list. If my opponents shoot my Spyders I pretty much know I won the game, Automatically Appended Next Post: My list for reference:
Overlord w Solar staff
5 Blades with Scope+Vanes
5 Tesla immortals
2x 10 warrior squads
2 Harvests each with 5 wraiths with coils, min everything else
Dcult. Lord with voidreaper. 3 squads of 4 destroyers, one has the lascannon in each squad.
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This message was edited 1 time. Last update was at 2015/05/04 21:48:42
Aftermath can be calculated.
Dark humor is like food, not everyone gets it. |
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![[Post New]](/s/i/i.gif) 2015/05/04 21:57:41
Subject: [1850] - Necron - Decurion, competetive
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Ultramarine Chaplain with Hate to Spare
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I disagree on your use of wraiths as a tarpit, they have plenty of hitting power with s6 rending attacks. They just happen to be so durable at the same time they can be used as a hammer and an anvil.
Then you don't play Necrons competitively. 40 points for 3 S6 rending attacks is not good damage output. As pointed out it takes them 5-6 rounds of combat to chew through a Marine squad. Yes they will kill a vehicle in CC but so will 3. Having 250 points tied up in a unit you need it to kill what it hits in 1-2 rounds so it can move onto the next target. Wraiths don't do that. Lychstar can absolutely charge turn 2-3 against savvy and mobile opponents you just need to support them correctly. With Lychstar you need MSU Harvests to achieve this. But against good players and top lists you can not afford to try to use Wraiths as a mainline combat unit, they don't have the damage output.
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![[Post New]](/s/i/i.gif) 2015/05/04 22:33:50
Subject: [1850] - Necron - Decurion, competetive
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Secretive Dark Angels Veteran
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+++ Decurion 1 (1850pts) +++
++ Necrons: Codex (2015) (Decurion Detachment) (1850pts) ++
+ Core (1310pts) +
Reclamation Legion (1310pts)
Rules: Enhanced Reanimation Protocols, Move Through Cover, Relentless
····Immortals (232pts)
········6x Immortal (102pts) [6x Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Night Scythe (130pts) [Twin-Linked Tesla Destructor]
········Rules: Invasion Beams, Living Metal, Supersonic, Tesla
····Nemesor Zahndrekh (150pts) [Phase Shifter, Staff of Light]
····Rules: Adaptive Tactics, Counter Tactics, Independent Character, Reanimation Protocols
····Tomb Blades (132pts)
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
····Tomb Blades (132pts)
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
········Tomb Blade (22pts) [Nebuloscope (2pts), Shield Vanes (2pts), Twin-linked Gauss Blaster]
········Rules: Gauss, Reanimation Protocols
····Tomb Blades (144pts)
········Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Rules: Reanimation Protocols
········Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Rules: Reanimation Protocols
········Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Rules: Reanimation Protocols
········Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Rules: Reanimation Protocols
········Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Rules: Reanimation Protocols
········Tomb Blade (24pts) [Nebuloscope (2pts), Particle Beamer (2pts), Shield Vanes (2pts)]
········Rules: Reanimation Protocols
····Warriors (260pts)
········10x Necron Warrior (130pts) [10x Gauss Flayer]
········Rules: Gauss, Reanimation Protocols
········Night Scythe (130pts) [Twin-Linked Tesla Destructor]
········Rules: Invasion Beams, Living Metal, Supersonic, Tesla
····Warriors (260pts)
········10x Necron Warrior (130pts) [10x Gauss Flayer]
········Rules: Gauss, Reanimation Protocols
········Night Scythe (130pts) [Twin-Linked Tesla Destructor]
········Rules: Invasion Beams, Living Metal, Supersonic, Tesla
Profiles:
Necron Immortal: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:2|A:1|Ld:10|Save:3+|Codex: Necron
Necron Warrior: Unit Type:Infantry|WS:4|BS:4|S:4|T:4|W:1|I:2|A:1|Ld:10|Save:4+|Codex: Necron
Nemesor Zahndrekh: Unit Type:Infantry (Character)|WS:5|BS:5|S:5|T:5|W:3|I:2|A:3|Ld:10|Save:2+/4++|Codex: Necron
Tomb Blade (Shield Vanes): Unit Type:Jetbike|WS:4|BS:4|S:4|T:5|W:1|I:2|A:1|Ld:10|Save:3+|Codex: Necron
Night Scythe: BS:4|Front:11|Side:11|Rear:11|HP:3|Type:Vehicle (Flyer, Transport 15)|Codex: Necron
Nebuloscope: Description:If a model is equipped with a nebuloscope, all of its ranged weapons have the Ignores Cover special rule.
Phase Shifter: Description:A phase shifter confers a 4+ invulnerable save. If the bearer is the rider of a Chariot, then only the rider benefits from this invulnerable save.
Shield Vanes: Description:Shield vanes confer a 3+ Armour Save.
Gauss Blaster: Range:24"|Strength:5|AP:4|Type:Rapid Fire, Gauss
Gauss Flayer: Range:24"|Strength:4|AP:5|Type:Rapid Fire, Gauss
Particle Beamers: Range:24"|Strength:6|AP:5|Type:Heavy 1, Blast
Staff of Light: Range:12"|Strength:5|AP:3|Type:Assault 3
Tesla Destructor: Range:24"|Strength:7|AP:-|Type:Heavy 4, Tesla
Twin-linked Gauss Blasters: Range:24"|Strength:5|AP:4|Type:Rapid Fire, Gauss|Codex: Necron
+ Auxiliary (540pts) +
Canoptek Harvest (270pts)
Rules: Adaptive Subroutines, Move Through Cover, Relentless
····Canoptek Scarabs (60pts) [3x Canoptek Scarab (60pts)]
····Rules: Entropic Strike, Fearless, Swarms
····Canoptek Spyders (50pts) [Canoptek Spyder (50pts)]
····Rules: Fearless, Scarab Hive
····Canoptek Wraiths (160pts) [Canoptek Wraith (40pts), Canoptek Wraith (40pts), Canoptek Wraith (40pts), Canoptek Wraith (40pts)]
····Rules: Fearless, Rending, Very Bulky, Wraith Flight, Wraith Form
Profiles:
Canoptek Scarab: Unit Type:Beasts|WS:2|BS:2|S:3|T:3|W:3|I:2|A:4|Ld:10|Save:6+|Codex: Necron
Canoptek Spyder: Unit Type:Monstrous Creature|WS:3|BS:3|S:6|T:6|W:3|I:2|A:2|Ld:10|Save:3+|Codex: Necron
Canoptek Wraith: Unit Type:Beasts|WS:4|BS:4|S:6|T:5|W:2|I:2|A:3|Ld:10|Save:3+/3++|Codex: Necron
Canoptek Harvest (270pts)
Rules: Adaptive Subroutines, Move Through Cover, Relentless
····Canoptek Scarabs (60pts) [3x Canoptek Scarab (60pts)]
····Rules: Entropic Strike, Fearless, Swarms
····Canoptek Spyders (50pts) [Canoptek Spyder (50pts)]
····Rules: Fearless, Scarab Hive
····Canoptek Wraiths (160pts) [Canoptek Wraith (40pts), Canoptek Wraith (40pts), Canoptek Wraith (40pts), Canoptek Wraith (40pts)]
····Rules: Fearless, Rending, Very Bulky, Wraith Flight, Wraith Form
Profiles:
Canoptek Scarab: Unit Type:Beasts|WS:2|BS:2|S:3|T:3|W:3|I:2|A:4|Ld:10|Save:6+|Codex: Necron
Canoptek Spyder: Unit Type:Monstrous Creature|WS:3|BS:3|S:6|T:6|W:3|I:2|A:2|Ld:10|Save:3+|Codex: Necron
Canoptek Wraith: Unit Type:Beasts|WS:4|BS:4|S:6|T:5|W:2|I:2|A:3|Ld:10|Save:3+/3++|Codex: Necron
++ Selection Rules ++
Adaptive Subroutines: At the start of each of the controlling player's Movement phases, choose one of the following special rules: Fleet, Reanimation Protocols, Shred. The Canoptek Spyder from this Formation, and all units from this Formation within 12" of the Canoptek Spyder from this Formation, benefit from the effects of the chosen special rule until the start of the controlling player's next Movement phase.
Adaptive Tactics: If Nemesor Zahndrekh is your Warlord, you may select a different Warlord Trait for him (no D6 roll is necessary) at the start of each friendly turn after the first - this replaces his existing Warlord Trait. This can be from the table in the Appendix, or any of the Warlord Traits tables in Warhammer 40,000: The Rules. Zahndrekh cannot choose the same Warlord Trait more than once per game.
Counter Tactics: Whilst Nemesor Zahndrekh is within 24" of any enemy unit(s) with any of the following special rules - Counter-attack, Furious Charge, Hit & Run, Split Fire, Stealth, Tank Hunters - then Zahndrekh and his unit also have the same special rule(s).
Enhanced Reanimation Protocols: You can re-roll Reanimation Protocols rolls of 1 for the Overlord from this Formation (or the model taken in place of the Overlord) and units from this Formation that are within 12" of him.
Entropic Strike: If a model has this special rule, or is attacking with a Melee weapon that has this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target's Toughness. Against vehicles and buildings, an Armour Penetration roll of 6 that does not cause a penetrating hit automatically causes a glancing hit.
Fearless: The unit automatically passes Pinning, Fear, Regroup and Morale-checks but cannot Go to Ground or choose to fail a Moral Check.
Gauss: When firing a weapon with this special rule, a To Wound roll of a 6 wounds automatically, regardless of the target's Toughness. Against vehicles and buildings, an Armour Penetration roll of a 6 that does not cause a penetrating hit automatically causes a glancing hit.
Independent Character
Invasion Beams: A unit that begins its Movement phase embarked upon a Night Scythe can disembark either before or after it has moved (including pivoting on the spot), even though it is Zooming, so long it has not moved more than 36" in that Movement phase. If a unit disembarks from a Night Scythe after it has moved 24" or more, models in the unit can only fire Snap Shots until the start of their next turn. Units embarked on a Night Scythe ignore all effects of damage on passengers. If a Night Scythe is destroyed, the units embarked upon it suffer no damage or ill effects - instead they are immediately placed into Ongoing Reserves.
Living Metal: A model with this special rule ignores the effects of Crew Shaken (but still loses a Hull Point). At the end of each of your turns, roll a D6 for each of your Heavy or Super-heavy vehicles with this special rule that has less than its starting number of Hull Points, but has not been destroyed. On a roll of a 6, that model regains a Hull Point lost earlier in the game.
Move Through Cover: Unit is not slowed when charging through Difficult Terrain and may roll an additional D6 when moving through it.
Automatically passes Dangerous Terrain-test.
Reanimation Protocols: When a model with this special rule suffers an unsaved Wound, it can make a special Reanimation Protocols roll to avoid being wounded. This is not a saving throw and so can be used against attacks that state ‘no saves of any kind are allowed'. Reanimation Protocols rolls may even be taken against hits with the Instant Death special rule, but cannot be used against hits from Destroyer weapons or any special rule or attack that states that the model is ‘removed from play'.
Roll a D6 each time the model suffers an unsaved Wound, subtracting 1 from the result if the hit that inflicted the Wound had the Instant Death special rule. On a 5+, discount the unsaved Wound - treat it as having been saved. Certain special rules and wargear items can provide modifiers to this dice roll; these are cumulative, but the required dice roll can never be improved to be better than 4+.
If a unit has both the Reanimation Protocols and Feel No Pain special rules, you can choose to use one special rule or the other to attempt to avoid the Wound, but not both. Choose which of the two special rules you will use each time a model suffers an unsaved Wound.
Relentless: May fire Heavy, Salvo or Ordnance after moving.
May charge after firing Heavy, Ordnance, Rapid Fire or Salvo.
Rending
Scarab Hive: Once per friendly Movement phase, each Canoptek Spyder can use this special rule to create Canoptek Scarabs. To do so, nominate a friendly unit of Canoptek Scarabs that is within 6" of the Canoptek Spyder. Add a single Canoptek Scarab base to the unit - this can take the unit beyond its starting size, but must be placed within 6" of the Canoptek Spyder. If a model cannot be placed for any reason, it is destroyed. Canoptek Scarabs created in this manner can move and act normally this turn. Roll a D6 each time a Canoptek Spyder uses its Scarab Hive special rule, immediately after placing any Canoptek Scarabs that were created - on a roll of a 1 the Canoptek Spyder suffers a single Wound with no saves of any kind allowed.
Supersonic: Moves Flat Out between 18 and 36"
Swarms: When two models are tied for the closest model, always allocate to the model with the least amount of Wounds left.
For Blasts and Templates each unsaved Wound is doubled unless it would cause Instant Death.
A unit with only Swarms-models is not slowed by Difficult Terrain.
Tesla: When firing a weapon with this special rule, a To Hit roll of a 6 causes 2 additional hits on the target. Snap Shots never cause additional hits as a result of this special rule.
Very Bulky
Wraith Flight: When moving, Canoptek Wraiths can move over all other models and terrain as if they were open ground. However, they cannot end their move on top of other models and can only end their move on top of impassable terrain if it is possible to actually place the models on top of it.
Wraith Form: Canoptek Wraiths have a 3+ invulnerable save.
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 0006/05/04 22:52:28
Subject: [1850] - Necron - Decurion, competetive
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Frightening Flamer of Tzeentch
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FlingitNow wrote: I disagree on your use of wraiths as a tarpit, they have plenty of hitting power with s6 rending attacks. They just happen to be so durable at the same time they can be used as a hammer and an anvil.
Then you don't play Necrons competitively. 40 points for 3 S6 rending attacks is not good damage output. As pointed out it takes them 5-6 rounds of combat to chew through a Marine squad. Yes they will kill a vehicle in CC but so will 3. Having 250 points tied up in a unit you need it to kill what it hits in 1-2 rounds so it can move onto the next target. Wraiths don't do that. Lychstar can absolutely charge turn 2-3 against savvy and mobile opponents you just need to support them correctly. With Lychstar you need MSU Harvests to achieve this. But against good players and top lists you can not afford to try to use Wraiths as a mainline combat unit, they don't have the damage output.
On the contrary I play in GT's whenever possible, some around the nation. I usually place top 10. Most of the times top 3. Also, entirely annihilating units in one round of combat is not always a good idea, which proper applications of firepower, not every assaulting unit needs to be a deathstar, in fact, this is how you can lose very easily to another deathstar,
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Aftermath can be calculated.
Dark humor is like food, not everyone gets it. |
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![[Post New]](/s/i/i.gif) 2015/05/05 08:07:56
Subject: [1850] - Necron - Decurion, competetive
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Ultramarine Chaplain with Hate to Spare
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On the contrary I play in GT's whenever possible, some around the nation. I usually place top 10. Most of the times top 3. Also, entirely annihilating units in one round of combat is not always a good idea, which proper applications of firepower, not every assaulting unit needs to be a deathstar, in fact, this is how you can lose very easily to another deathstar,
I didn't say you had to kill stuff in 1 round, whilst the rest of your post is correct it has literally nothing to do with what I've said. Having 250+ points do nothing other than kill a tactical squad is not a great idea no matter how you dress it up. If you have a 250 point combat unit you need it to do damage quickly due to the fact it doesn't do damage turn 1and frequently turn 2 and generally at least 1 other turn. Due to half the game being taken away from you, you need damage output. Wraiths don't have that since the nerf in the new Codex.
Perhaps in your little tournaments you can get away with expensive units that don't pull their weight and using units in roles they are not suited to. But against good players with good lists that costs you. I however will advise people to use units to their strengths rather than telling them to use stuff in an inefficient manner. If you understood the game and genuinely played competitively you'd already know all this.
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![[Post New]](/s/i/i.gif) 2015/05/05 13:42:34
Subject: [1850] - Necron - Decurion, competetive
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Secretive Dark Angels Veteran
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Ok so here is a new "updated" list. What do you think? Is this better?
Nemesor 150
Immortals, gauss (6) night scythe 232
Tomb blades (6), shield vanes, nebu, gauss 132
Tomb blades (6), shield vanes, nebu, gauss 132
Tomb blades (6), shield vanes, nebu, particl beamer 144
Warriors (10) night scythe 260
warriors (10) night scythe 260
Harvest
spyder 50
scarabs 60
wraiths (4) 160
Harvest
spyder 50
scarabs 60
wraiths (4) 160
1850
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2015/05/05 13:49:02
Subject: [1850] - Necron - Decurion, competetive
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Eternally-Stimulated Slaanesh Dreadnought
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Lord Commissar wrote:No, they do not.
But if you lose one spyder in a formation with 6 wraiths, all 6 wraiths now go unbuffed. But if its only carrying 3, and those points are used towards another harvest it helps with saturation.
The way I see it I wouldnt bother with the MSU harvest strategy, the spyder is hard enough to kill already as it is, and if they are shooting at that then that means they arent shooting at my other threats.
I use a DCult and 2 Harvests in my list. If my opponents shoot my Spyders I pretty much know I won the game,
Automatically Appended Next Post:
My list for reference:
Overlord w Solar staff
5 Blades with Scope+Vanes
5 Tesla immortals
2x 10 warrior squads
2 Harvests each with 5 wraiths with coils, min everything else
Dcult. Lord with voidreaper. 3 squads of 4 destroyers, one has the lascannon in each squad.
I thought ITC prohibited duplicate formations.
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I have a love /hate relationship with anything green. |
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![[Post New]](/s/i/i.gif) 2015/05/05 14:01:37
Subject: [1850] - Necron - Decurion, competetive (new list! See bottom post)
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Secretive Dark Angels Veteran
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Well this is for the Killadelphia open and I don't see anything that prohibits duplicates in the FAQ on their site.
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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![[Post New]](/s/i/i.gif) 2015/05/05 17:06:01
Subject: [1850] - Necron - Decurion, competetive (new list! See bottom post)
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Ultramarine Chaplain with Hate to Spare
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New list looks very good. I would of course advise dropping the two unnecessary Wraiths and plow 80 more points into Tomb blades.
You've plenty of pace early on. Strong AA and AT. Decent CC threat. Should be able to handle most things.
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![[Post New]](/s/i/i.gif) 2015/05/05 17:25:21
Subject: [1850] - Necron - Decurion, competetive (new list! See bottom post)
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Secretive Dark Angels Veteran
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I unfortunately only have 18 blades so that's a no go.
I didn't write a list with no harvests and it uses the 2 doom scythe formation
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~Ice~
Da' Burnin Couch 2018 Best Overall
Beef and Wing ITC Major GT Best Overall 2018
2019 ITC #1 Overall Best Admech
LVO 2019 #1 Admech |
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