Working on a 1250pt starting / competitive list for my necrons that I'll expand from towards 1500 / 2000pts.
The general idea, really is based around a heavy first turn alpha
The List
+++ Necron Campaign Start - Comp (Warhammer 40,000 8th Edition) [66 PL, 1251pts] +++
[66
PL, 1251pts] ++[/b]
+ HQ +
Catacomb Command Barge [10 PL, 161pts]: Gauss Cannon, Hyperphase Sword
Illuminor Szeras [8 PL, 143pts]: Eldritch Lance
+ Troops +
Immortals [4 PL, 85pts]: Gauss Blaster, 5x Immortal
Immortals [4 PL, 85pts]: Gauss Blaster, 5x Immortal
Necron Warriors [12 PL, 204pts]
. . 17x Necron Warrior: 17x Gauss Flayer
+ Elites +
C'Tan Shard of the Deceiver [12 PL, 225pts]: Power of the C'tan: Time's Arrow, Star-God Fists
+ Flyer +
Night Scythe [8 PL, 174pts]: 2x Tesla Destructor
Night Scythe [8 PL, 174pts]: 2x Tesla Destructor
Created with
BattleScribe
The plan
The idea is to win first turn through minimizing deployed units. I have 5 drops total so it may come down to winning the roll. But as stated command points can be spent before the start of the game to help with this.
- Before the game starts I get to re-deploy 1d3 units + deceiver up to within 12" of my opponent - Again I can use a command reroll on this. On average I will get a 2, this will be one night scythe and the unit of warriors. The unit of warriors will re-deploy to be within 12 of the command barge if not re-deployed with them.
- The game starts, the command barge uses the ability "Wave of command" granting them +1 to their rolls to hit. the illuminator is dropped from one of the night scythes behind the blob of warriors. The scythes move off in towards the enemy. The barge moves up if not already re-deployed. The turn ends and the illuminator grants +1bs to the warrior blob as an augmentation making them
BS 2+
- The shooting phase. The two scythes will hit any transports or armored targets alongside the barge followed in priority will be high toughness units. The warriors now on
Bs 2+ with a +1 to their rolls to hit will automatically hit with 34 gauss flayer shots into any infantry (divided appropriately) for the largest spread of damage with their -1 rend. The deceiver will go for the highest armored unit / character / vehicle still remaining with 5 wounds or less to try and make it completely removed from the game.
--- Turn 2
- The second movement phase begins, two units of immortals are dropped from the scythes with blasters to try and help clean up any of the heavier armored targets that didn't die in the alpha.
Automatically Appended Next Post: Forgot to add this list has 6 command points.