If I'm being honest I think you may be doomed to fail.
If your opponent knows Necrons at all, then he'll just ignore that expensive unit of useless Lychguard who have to footslog across the board with a very poor movement speed and no shooting. You might see combat with them in Turn 4 - maybe.
That means your opponent will instead be focusing on your Warriors (which are small squads so easier to wipe) and your Stalker (as it's the only really viable target to avoid wasting Anti-Tank weaponry or warriors or against Invul saves).
I like Deathmarks but a squad of 5 means they are easier to wipe out and will only have 10 sniper shots at rapid fire range. Statistically that's around 1.5 wounds a turn against a Marine character with a 3+save so unless you're lucky (and it could be the other way) you are looking at 3 to 4 turns to kill a basic Space Marine character. They do give some initial flexibility for movement however.
My suggestion (if you have the models)
993 pts - Patrol Detachment - 4 CP total
x1 Cryptek
x2 15 Warriors
x2 14 Warriors
x2 5 Scarabs
x1 Nightbringer
x1 Stalker with Twin Heavy Gauss
Deploy the warriors central to your line but stretch them out to objectives. Have the Cryptek screened by them and within 3 inches of both units.
Keep the Stalker centralised and behind the Cryptek.
Finally, season the Nightbringer and Scarabs as you like. His shooting power and Ctan power (Antimatter) will easily make up his points and at such a size game, i'd just run him up the middle with his 10 Scarab, 30 wound shield. Use him to go after the enemy armour whilst the Scarabs to soak up fire, steal objectives or tie up vehicles / heavy shooters.
The plan is simple. First 2 turns your going to be out-shot by almost all armies however the list is designed to take a beating. The 5+ invulnerable and 4+ reanimation on the Warriors make them a wonderful target for your opponent to waste shots on. If your opponent does go after them - your Nightbringer and his retinue are left mostly fine, otherwise the cheap Scarabs will absorb the wounds as designed and your gun line remains poised to return fire. By turn 3, you'll have much more left on the table than your opponent with much more shooting and are free to advance with the rest of the force. I'd put good money by Turn 3 that the Nightbringer is still alive and now within the enemy lines causing chaos. He's a very, very good unit for his points and really distracting!
if you are facing an assault army, simply hang back with the Scarabs and Nightbringer, let your warriors take the brunt of the damage and counter-charge with them / run up a flank to try and sweep behind at the larger targets.
Finally if you are wondering why no Overlord? If you're not bringing Destroyers or Immortals for his special ability - he's just not worth it in a points game of that size and won't pull his weight.
Hope that helps.
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