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Made in us
Regular Dakkanaut




Hello everybody! I've created a very fluffy (but still strong, imo) list based on the sautekh special characters. It's designed to take maximum advantage of Imotekh's abilities and make him useful for once! I'd appreciate any tips or advice. Currently I'd like to work towards collecting enough models to run this, so it's sort of a long term project idea.

Decurion Detachment

Royal Court
Imotekh the Stormlord 190
Vargard Obyron 120
Lord (solar staff) 65
Orikan the Diviner 120
Cryptek (chronometron) 90
Cryptek (chronometron) 90

Reclamation Legion
Nemesor Zahndrekh 150
10 lychguard (warscythes) 250
9 immortals (gauss blasters) 153
20 warriors 260
20 warriors 260
3 tomb blades (shieldvanes, nebuloscopes, and particle beamers) 72
5 tomb blades (shieldvanes, nebuloscopes) 110
5 tomb blades (shieldvanes, nebuloscopes) 110

Living Tomb
Obelisk 300
Monolith 200
Monolith 200

Flayed Ones
5 Flayed Ones 65

Flayed Ones
5 Flayed Ones 65

Flayed Ones
5 Flayed Ones 65

Flayed Ones
5 Flayed Ones 65

Total: 3000

Strategy: Imotekh and the immortals deploy behind a piece of LOS blocking terrain. Obyron, Orikan, and the lord join the lychguard, again in cover. The tomb blades all camp in cover as well. All the units benefit from an increased cover save thanks to automatic nightfighting. Everything else starts in reserve. Zandrekh joins one unit of warriors, and the crypteks each join a unit of warriors as well. Imotekh uses his lord of the storm ability, unless very little is in range (in case of hammer and anvil deployment, for instance). Turn 2, Imotekh's abilities come into play. The obelisk comes in, as do the monoliths. A unit of warriors disembarks from each monoliths eternity gate. Obyron and the lychstar teleport up the field between the monoliths, popping the solar staff to endure the following turn. The flayed ones deepstrike (rerolling thanks to Imotekh) with two units on each side of the lychguard. The tomb blades all jump forward to support the gunline. The necrons, now in the face of the enemy, open fire at point blank range. After the shooting, the flayed ones run to spread out and screen the warriors from enemy shooting. Turn 3, Imotekh and the immortals take the eternity gate and jump up the board. Another round of shooting goes off. Finally, the lychguard and whatever is left of the flayed ones charge.

Final thoughts: Naturally this plan won't work well against a highly mobile force like eldar or even sm. It's really meant to counter a gunline, teleporting up close with durable units before charging in with the lychstar. I'm interested to here what thoughts you might have, please let me know! Thanks for reading my rather long post!
   
Made in nl
Regular Dakkanaut




I like the concept of starting in cover at night, then using Monoliths to deep strike with tomb blades right behind it.
And i think it's playable and can even do reasonably well.
None of these units has let me down yet in current edition.
The only thing i have some doubts about are the special characters, not that they are bad and in 3000 points the poins might not be too many either, but i doubt they will all be worth their points.

In current edition i play lists that are quite comparable, except for the special characters.
Reclamation Legion with 3 units of Tomb Blades as the core and then i add Triarch, Canoptek and/or Monolith formations.
All work well, the main focus is staying alive with RP and focus on objectives with warriors on own table edge and with tomb blades and deep strike units on other locations.

Your main problem are ignore-cover weapons. Night fighting will not help, jinking will not help either.
My lyche guard have shields and that is absolutely the best unit to put the (main) lord in, so you have 2 saves (Shield and Reanimation Protocols) from anything but a 6 on a D-weapon. Especially in the first 2 turns you want these and (cheap) warriors in the front.

Immortals are not worth it IMO, so i take 5, but one unit of 9 is not a problem either.

I like flayed ones (used them last week), especially in units of 5 and deep strike Imothek re-roll is something i might try too.
But infiltrating would work too, because in turn 1 they move forward from about the middle of the table somewhere and in turn 2 they can usually get close, just as the rest of your army.
   
Made in us
Regular Dakkanaut




Thanks for the feedback, I know the special characters aren't all great, I'm just taking them for the theme of the list (taking advantage of Imotekh's abilities and taking all the sautekh special characters). The characters probably won't make their points back, but since they all serve some sort of purpose I'm ok with it. You're right about the ignore cover, my plan is to put the lychguard and immortals behind LOS blocking terrain (since they can't do much shooting first turn anyways). Hopefully, that will be enough to stop my opponent tabling me turn 1.
   
Made in nl
Regular Dakkanaut




Necron cannot be tabled in turn one :-)
That is the most important aspect of the decurion.

The only battle i lost was against previous Eldar Codex cheese with 5 Wave Serpents and 2 Knights. That army is now illegal and, if it would be legal, less lethal.

In regard to the special characters: i hardly ever use any with any of my armies (even if they are good). I think that in a big battle they probably are more usefull. You can add one to each unit.

I think i would like to try your army plan once too by the way.
The plan sounds good and it's "in your face!". which i like.
I've got most of the units, i only miss 5 flayed ones and the obilisk, and only the obilisk might be important.
   
Made in us
Regular Dakkanaut




Yeah please try it out, I hope it works reasonably well!
   
 
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