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Made in us
Stalwart Ultramarine Tactical Marine





Dynasty would be Nephrekh to be aggresive on the first few turns or securing objectives using translocates
[Thumb - unknown.png]
necrons

   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

One big problem is you don't have anything with the NOBLE keyword which means you don't get command protocols.

Szerahs seems like kind of a trap. Good news then you can switch him for a CCB with the sweet sweet relic Voltaic Staff. If you want to go super cheap, you can also just run a vanilla overlord.

You are also missing a huge opportunity to boost those doomstalkers. Replace the fairly useless plasmancer for a technomancer with the canoptik control node.

Edit: Also, if you want to go Melee, you should really consider using the Novokh dynasty.

Also, the skorpekh destroyers are 35ppm so 6 is 210

This message was edited 2 times. Last update was at 2020/10/09 18:27:57


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Made in us
Stalwart Ultramarine Tactical Marine





 buddha wrote:
One big problem is you don't have anything with the NOBLE keyword which means you don't get command protocols.

Szerahs seems like kind of a trap. Good news then you can switch him for a CCB with the sweet sweet relic Voltaic Staff. If you want to go super cheap, you can also just run a vanilla overlord.

You are also missing a huge opportunity to boost those doomstalkers. Replace the fairly useless plasmancer for a technomancer with the canoptik control node.


is the technomancer +1 aura or individual model based? I thought it was individual model-based so it would +1 one heavy unit instead of all 3. I also bought the CCB but I HATE the old croissant look of many of the units. It just looks cringe to me.

As I understand with the command protocols once the noble is dead, i lose them correct? And it is not possible to have more than one?

The reason I was taking a chance with the plasmancer was the extra 6" movement and him running him some elites on normal movement. Because him with some mortal wounds within range would be something worth trying.

I just wish the army wasnt so limited with strats because everyone seems to run the same f****ing lists/builds and that to me is boring af.

I would rather try new stuff.

Are there any other noble HQs you would recommend over the CCB?

Thanks for the notes

This message was edited 1 time. Last update was at 2020/10/09 18:32:34


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Why should I ever play a cc-oriented Necron army?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Stalwart Ultramarine Tactical Marine





 wuestenfux wrote:
Why should I ever play a cc-oriented Necron army?



because Skorpeh Destroyers. And a bunch of other melee units. But its fine, I probably realized too late that the only army that gets variety of strategy and options are SM
   
Made in de
Been Around the Block




Melee Necrons have some beastly options.

Echoing what was said before, Szeras is a trap, and you need a Noble. With 2x 20 Warriors, it should be an Overlord with Rez Orb/Orb of Eternity relic and probably the Phaeron upgrade. If you want to run Doomstalkers as your AT choice, they need a Cryptek with Canoptek Control Node to get value out of them. Drop down the Skorpekhs to 5, the goddamn restrictions on unit coherency are so annoying on melee units.
   
Made in us
Stalwart Ultramarine Tactical Marine





Acehilator wrote:
Melee Necrons have some beastly options.

Echoing what was said before, Szeras is a trap, and you need a Noble. With 2x 20 Warriors, it should be an Overlord with Rez Orb/Orb of Eternity relic and probably the Phaeron upgrade. If you want to run Doomstalkers as your AT choice, they need a Cryptek with Canoptek Control Node to get value out of them. Drop down the Skorpekhs to 5, the goddamn restrictions on unit coherency are so annoying on melee units.


yeah the problem is the stupid 4+ in the doomstalkers, you are almost auto locked into that technomancer HQ. I just wish they adjusted the damage to work with 3. I personally was going to take the chance with a different HQ since, GW being GW, they would change that at one point to affect only one unit so they would sell more of the new heavy destroyers. So i was proactively getting used to the swingy doomstalkers lol

I will take a look at what nobles I like.

Thanks
   
Made in ca
Regular Dakkanaut





Plasmancer is really underwhelming, not bad per say just doesn't do as much as the other cryptek options and you're pretty much paying 70pts for a smite generator that can't deny.

Your list really needs the technomancer with the canoptek control node so you can swap the plasmamancer for that. The control node gives a +1 to hit aura for your doomstalkers which is insane.

I'd also swap Szeras for a CCB, the voltic staff is a pretty great relic and you need a noble to take advantage of the protocols.

 Psienesis wrote:
While that's possible, it's also stupid to build your game around your customers being fething morons
 
   
Made in us
Stalwart Ultramarine Tactical Marine





 Punisher wrote:
Plasmancer is really underwhelming, not bad per say just doesn't do as much as the other cryptek options and you're pretty much paying 70pts for a smite generator that can't deny.

Your list really needs the technomancer with the canoptek control node so you can swap the plasmamancer for that. The control node gives a +1 to hit aura for your doomstalkers which is insane.

I'd also swap Szeras for a CCB, the voltic staff is a pretty great relic and you need a noble to take advantage of the protocols.



Most lists I see nowadays are the same, CCB, Technomancer, etc


That's the only thing I dont like about Necrons, it really limits your lists possibilities to a few builds. It lacks the creativity that other armies have. Core tag, rules, keywords, etc

I wish rules opened up more possibilities so you can creatively use the full range of units.
   
Made in us
Freaky Flayed One




gundam wrote:
Dynasty would be Nephrekh to be aggresive on the first few turns or securing objectives using translocates


The biggest thing is that you lack a Noble. An Overlord with a WS + RO would fit well with your Warrior blobs, and you could spend 1 CP to make them a Phaeron, for double MWBD, if that interests you.

Taking a Noble will also let you grab a second Cryptek without taking up an FOC slot. Since this list is described as "melee Necrons" you can benefit from a few different Cryptek builds depending on what you like:

- A Technomancer with a Canoptek Cloak and the override arkana: 10" move with Fly, allowing it to provide +1A to your Scarabs and Wraiths.

- A Technomancer with a Cloak, and a phylacterine hive: If you feel that +1A isn't necessary, the hive gives you the option of reanimating 1 Destroyer or Wraith, once per game, via Rites of Reanimation.

- A Chronomancer, bare or with a prismatic obfuscatron: Chronomancers are the most expensive Cryptek option but they're very good. 8" move and a native invuln, and he can give any NECRON unit within 9" a 5++ with rerolling charges. An obfuscatron will protect him from Sniper fire and otherwise helps since he can't quite keep up with the Wraiths, and would otherwise need a bodyguard.

Doomstalkers don't NEED the +1 to hit, but it helps. You have multiple Canoptek units that would enjoy the buff so it would be at your discretion, but don't feel pinned down by that choice.

Additionally -- what is it about Nephrekh that you enjoy? A genuine question, to see how it and its command protocol fit into your vision of how the list does what you want it to do.

Many of your units are decently fast (Skorpekh, Wraiths, and Scarabs) while some of your other units don't want to move every turn (Doomstalkers) . Otherwise Necrons do not have access to Advance + Charge, so any turn that you Translocate, that unit is not getting into melee combat.

A custom Dynasty, with the pre-game 6" move, may help you get onto objectives just as well. You would then have the option of a few melee-centric options such as Rad-Wreathed, or you could play safe and take armywide ObSec.
   
Made in us
Stalwart Ultramarine Tactical Marine





Drakmord wrote:
gundam wrote:
Dynasty would be Nephrekh to be aggresive on the first few turns or securing objectives using translocates


The biggest thing is that you lack a Noble. An Overlord with a WS + RO would fit well with your Warrior blobs, and you could spend 1 CP to make them a Phaeron, for double MWBD, if that interests you.

Taking a Noble will also let you grab a second Cryptek without taking up an FOC slot. Since this list is described as "melee Necrons" you can benefit from a few different Cryptek builds depending on what you like:

- A Technomancer with a Canoptek Cloak and the override arkana: 10" move with Fly, allowing it to provide +1A to your Scarabs and Wraiths.

- A Technomancer with a Cloak, and a phylacterine hive: If you feel that +1A isn't necessary, the hive gives you the option of reanimating 1 Destroyer or Wraith, once per game, via Rites of Reanimation.

- A Chronomancer, bare or with a prismatic obfuscatron: Chronomancers are the most expensive Cryptek option but they're very good. 8" move and a native invuln, and he can give any NECRON unit within 9" a 5++ with rerolling charges. An obfuscatron will protect him from Sniper fire and otherwise helps since he can't quite keep up with the Wraiths, and would otherwise need a bodyguard.

Doomstalkers don't NEED the +1 to hit, but it helps. You have multiple Canoptek units that would enjoy the buff so it would be at your discretion, but don't feel pinned down by that choice.

Additionally -- what is it about Nephrekh that you enjoy? A genuine question, to see how it and its command protocol fit into your vision of how the list does what you want it to do.

Many of your units are decently fast (Skorpekh, Wraiths, and Scarabs) while some of your other units don't want to move every turn (Doomstalkers) . Otherwise Necrons do not have access to Advance + Charge, so any turn that you Translocate, that unit is not getting into melee combat.

A custom Dynasty, with the pre-game 6" move, may help you get onto objectives just as well. You would then have the option of a few melee-centric options such as Rad-Wreathed, or you could play safe and take armywide ObSec.
so could give a brief example of how the pre game 6" would play out in a real game?
   
 
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