Overlord, warscythe 112 Overlord, warscythe 112 Illuminor Szeras 143 367 Triarch Stalker, particle shredder 158 Triarch Stalker, particle shredder 158 5x Lychguard, warscythes 150 466 10x Necron Immortals, tesla carbines 170 10x Necron Immortals, tesla carbines 170 9x Necron Immortals, tesla carbines 153 5x Necron Immortals, Gauss Blasters 85 5x Necron Immortals, Gauss Blasters 85 5x Necron Immortals, Gauss Blasters 85 748 3x Canoptek Scarabs 39 3x Canoptek Scarabs 39 3x Canoptek Scarabs 39 117 2x Heavy Destroyers 150 Heavy Destroyer 75 Heavy Destroyer 75 300 1998 Brigade Detachment, 9 command points The core of the list is the tesla carbine immortals who, when buffed by both the triarch stalker Targeting Relay and an overlord's My Will Be Done, can only miss by rolling double 1s. Combined with teslas critting on a 5 or 6 this results in a full unit of 10 immortals putting out about 31 hits and 1 miss. The triarch stalkers take particle shredders instead of twin heavy cannons because A) they're way cheaper B) their role in the army is to support the immortals which means shooting at the infantry the immortals want to shoot at and not tanks or MCs, and C) triarch stalkers are kind of bad at shooting? All their weapons are heavy and they have no rule to negate the moving and shooting heavy weapons penalty, plus stalkers are one of the only degrading stat lines I've seen that include their ballistic skill so they're going to get even worse at hitting in the mid to late game which does not play well with low shot count weapons like the focused heat ray or THGcannons. I'd like to take a slightly beefier amount of troops like a full 20 blob of warriors backed by a ghost ark but its a tug of war in the points with the heavy destroyers, who are pretty much our only reliable way of fighting tanks, transports, and MCs for the first couple turns. 4 heavies is enough to pop a rhino or cripple a battlewagon every turn and hopefully their high mobility lets them abuse terrain to get into one sided 4v1 shootouts with high priority targets while staying out of sight from the other harmful stuff but there's no getting around what a juicy target they are for something like the new primaris inceptors to deepstrike right next to and chew apart with those assault 6 mega bolters. At least having 9 command points should allow the couple good turns of shooting they have to result in very high damage rolls. Ideally everything will be electrocuted and shredded mid field but no plan survives the first shot on a battlefield so when something big and mean invariably winds up sticking its face into the troop line that's when the overlords and lychguard will counter assault in there and drop their sixteen str 7 ap -4 dam 2 attacks which should annihilate pretty much anything in the game, with the lychguard even able to jump in front of attacks no matter how they're allocated to insure that those 2+ WS overlords are around until the very last wound. the 5 man immortal units are for objective squatting where gauss blasters are better suited to firing at opposing objective squatters in cover or 12" rapid fire punishing backline flankers and deepstrikers. The scarabs are mostly for the extra 6 command points for running a brigade instead of a more lax detachment structure but a 24 wound tar pit that can nibble at a tank is hardly a waste of points. EDIT: Since updating out the illegal 5 man warrior squads it still fits the overall idea but the model count is dangerously low. It might be worth it to swap into 2 battalion detachments for 6 command points instead and just phase the scarabs and lychguard out entirely.
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