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![[Post New]](/s/i/i.gif) 2020/10/31 23:34:51
Subject: [2000] - Necrons - Vehicle list idea
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Fresh-Faced New User
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Playing around with the new Necron codex and wondering if something like this could work. Initial idea was 3 Doom Scythes with Deceiver to put into reserve if going second, but that is a lot of points spent.
Dynasty Choice: Circumstance of Awakening: Interplanetary Invaders, Dynastic Tradition: Masters of the Martial, Dynasty: <Custom>
Catacomb Command Barge [9 PL, -1CP, 150pts]: Dynastic Heirlooms, Gauss Cannon, Relic: Voltaic Staff, Staff of Light, Warlord, Warlord Trait (Codex 1): Enduring Will
Crypteks [5 PL, 100pts]
. Technomancer: Arkana: Prismatic Obfuscatron, Canoptek Cloak
Necron Warriors [6 PL, 130pts]
. 10x Necron Warrior (Gauss Reaper): 10x Gauss Reaper
Necron Warriors [6 PL, 130pts]
. 10x Necron Warrior (Gauss Reaper): 10x Gauss Reaper
Necron Warriors [6 PL, 130pts]
. 10x Necron Warrior (Gauss Reaper): 10x Gauss Reaper
Triarch Stalker [7 PL, 140pts]: Heat Ray
Triarch Stalker [7 PL, 140pts]: Heat Ray
Triarch Stalker [7 PL, 140pts]: Heat Ray
Canoptek Scarab Swarms [4 PL, 60pts]
. 4x Canoptek Scarab Swarm: 4x Feeder Mandibles
Canoptek Scarab Swarms [2 PL, 45pts]
. 3x Canoptek Scarab Swarm: 3x Feeder Mandibles
Doom Scythe [10 PL, 200pts]
Doom Scythe [10 PL, 200pts]
Ghost Ark [8 PL, 145pts]
Ghost Ark [8 PL, 145pts]
Ghost Ark [8 PL, 145pts]
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This message was edited 2 times. Last update was at 2020/10/31 23:39:05
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![[Post New]](/s/i/i.gif) 2020/11/01 09:32:43
Subject: Re:[2000] - Necrons - Vehicle list idea
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Discriminating Deathmark Assassin
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I'll chime in for discussion sake. I'm having to re-learn Necrons right now as well so take anything I say as just a different view.
I really like this list and it'll perform decently enough if you're not playing in a Matched Play/Tournament scenario. You don't really have anything that will contest objectives, and you've got your 30 Warriors tied up inside transports where going first is going to cost you a good chunk of your first turn shooting. The Scarabs aren't big enough to be any real obstacle or threat to your opponent. There are also a few mechanics available in this list that you aren't taking advantage of. It's not necessary, but they're there and you're not using them or they won't impact the game much when you do.
I was bored so here's my take on your list.
HQ
Catacomb Command Barge - Gauss Cannon, Relic: Voltaic Staff, Warlord, Warlord Trait: Enduring Will
Technomancer - Arkana: Prismatic Obfuscatron, Canoptek Cloak, Staff of Light *You might be right, but is the additional protection from Snipers on this list?
Chronomancer - Aeonstave, Chronotendrils *To run with the Warriors on the Ground, paying the CP to get him a 'Veil of Darkness' is something to consider
Troops
Necron Warriors
20x Necron Warrior - Gauss Flayer *Immortals are also an option, but I think Warriors are a better choice, see below
10x Necron Warrior - Gauss Reaper
10x Necron Warrior - Gauss Reaper
Elites
Triarch Stalker - Particle Shredder
Triarch Stalker - Particle Shredder
*I'm REALLY Impressed with the Shredders over Heat Rays. You've got 'Interplanetary Invaders' and I see the point in taking the Heat Rays to pull out and shoot them to avoid the -1 to hit. Do you really see yourself in a position to retreat and still be in range to shoot a different unit that you just left with the Heat Rays?
*Dropped the 3rd Stalker because you don't have enough shooting to really split over 3 units for the buff, especially since you have 3 of your Warrior units tied up in Ghost Arks for the first turn or two. I don't see the added security of having the backup one to keep the buff worth it on this style of list.
Fast Attack
6x Canoptek Scarab Swarm
6x Canoptek Scarab Swarm
*Added models to these units with the points opened up by dropping the other models. You now have a decent 'Wall' that can take a hit and are big enough to harass enemy gunlines if playing against that style of army.
Flyer
Doom Scythe - Heavy Death Ray, Twin Tesla Destructor
Doom Scythe - Heavy Death Ray, Twin Tesla Destructor
*I left these on the list for the coolness factor. I suggest that you should look at replacing one, or both of these, for Doomsday Arks. This will give you a unit that can sit in the backfield protecting your own objective. The moving wall is cool in concept. The Board Size and Terrain make it impractical when actually playing. With 2xDDA's, have points to add 2 more Scarab Bases.
Dedicated Transport
Ghost Ark - 2x Gauss Flayer Array
Ghost Ark - 2x Gauss Flayer Array
* You now have 1 unit of Warriors on the ground ideally sandwiched between the Ghost Arks. You've now got a unit that can be targeted with MWBD on turn 1 from the CCB, which you don't have unless you start with a 10 man unit on the ground. Even if you do, they're going to load up on to the GA's where you're not going to benefit from it. This combo'd w/Stalkers is decent shooting. The Chronomancer will give them a 5+ Invul. If you're set on Reapers, for 1 CP a Veil will take both of them to the other side after getting MWBD and still benefit from the Stalkers.
On the defensive side, you'll have also be able to use the Ghost Arks repair ability along with the Technomancer if needed to replace 2xD3 lost models that didn't make RP. The 10 man Reaper units are going to be in trouble once out of their Arks. The hope is that you'll be on top of the damage game to control the board that it won't be an issue. I'm just not seeing a backup plan if you don't.
This was fun, hope it helps.
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This message was edited 2 times. Last update was at 2020/11/01 09:40:11
Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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