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Made in gr
Storm Trooper with Maglight





So I had a game against Necrons yesterday where I managed to take out the Silent King in the first round but eventually lost due to not being able to get his 3 x 20 warrior blobs off the primaries. I had stocked up on plasma cannons and Manticore missiles, both of which were great against the SK but not so much against his foot soldiers.

This is my revised list for the rematch:

Custom Regiment Bataillon [1,725 pts]
Gunnery Experts, Spotter details

HQ

LR Punisher commander, H. Flamer. 2 Plasma cannons, Weapon expert (tank ace) [245 pts]

LR Executioner commander, H. Flamer, 2 Plasma cannons [225 pts]

TROOPS

10 man naked infantry squad [150 pts]
Chimera, 2. Heavy Flamers, treads

10 man naked infantry squad [150 pts]
Chimera, 2. Heavy Flamers, treads

10 man naked infantry squad [150 pts]
Chimera, 2. Heavy Flamers, treads

ELITE

Astropath, Psychic Barrier [25 pts]

3 Bullgryns, Mauls, 1 Brute Shield, 2 Slab Shields [126 pts]

Naked Platoon Commander [25 pts]

Naked Platoon Commander [25 pts]

Naked Platoon Commander [25 pts]

Master of Ordonance, Kurovs Aquila [35 pts]

FAST ATTACK

3 Scout Sentinels, 3 HK missiles, 3 Multilasers [120 pts]

HEAVY SUPPORT

Hydra, H. Bolter [110 pts]

Manticore, H. Flamer, Full Payload (tank ace) [144 pts]

Manticofre, H. Flamer [144 pts]



Lambdan Lions Patrol [300 pts]

HQ

Tempestor Prime, Command Rod, Refractor Field (Progeny of Conflict), Keys to the armoury [45 pts]

TROOPS

10 Scions, 1 Plasma Pistol, 4 H-S Volley Guns [115 pts]
10 Scions, 1 Plasma Pistol, 4 H-S Volley Guns [115 pts]

ELITE

Astropath, Nightshroud [25 pts]

TOTAL 1999 pts

Starting CP: 7 (12 -2 for Patrol detachment, -1 for second Relic, -1 for second Tank Ace, -1 for Progeny of Conflict)

General ideas:

Tank Commanders focusing on taking out heavy stuff (Executioner) and foot soldiers (Punisher) respectively.

3 Chimeras with 1 squad and 1 PC each, cruising around the board for ObSec and board control, using Move, Move, Move once their rides are gone. Maybe do a FRFSRF against weaker stuff here and there but shooting is of secondary importance with them.

2 Astros buffing vehicles from behind cover.

3 Scout Sentinels who move out for board control, fire their HK missiles and then die. Their main function is maybe possibly survive a single round of granting ObSec and/or Engage on all Fronts.

2 Manticores focussing on the heavy, and only the heavy, targets with support from the MoO. Their rockets are wasted on hordes.

Bullgryns stay in the hinterland for protecting the vehicles, deployment denial and maybe do a Deploy Scramblers. Other than that they try to stay out of his Line of Sight.

1 Hydra because he's a Necron - he's bound to bring a flyer or two.

From the second turn on, once there is an opening, the Lambdan Lions deploy in his DZ around the Tempestor (thus getting 5++ and Reroll 1s), ideally doing ObSec and Egange on all Fronts and blast away at his troops with maxed-out strats (1 CP for +1 strength on H-S weapons, 1 cp for auto-mortal wounds on 6s).


Thoughts?

This message was edited 2 times. Last update was at 2020/11/30 13:07:46


 
   
Made in fi
Lone Wolf Sentinel Pilot





Helsinki, Finland

Maybe you could swap Hydra for a wyvern to deal with the Warriors. Otherwise the list seems good.

Wh40k, necromunda, Mordheim 
   
Made in us
Longtime Dakkanaut





I would think wyvern would have trouble pinging warriors in 2+ save granted by cover.

Maybe. Hmm. This army is perhaps only loosely inspired by yours, but would be my take on the same list.

3 tank commanders. Yeah, its a trope for a reason. Each has executioner + 2 plasma cannon + heavy bolter
3 command squads with just 4 chainswords and 4 laspistols each.
3 infantry
2 platoon commander (movemovemvoe sources .. remember to use 1 cp to get the third order on turn 1)
master of ordinance
2 tank ace manticores (full payloads, baby!) with a hunterkiller missle each. Surprisingly, these are intended to follow the main pack, and not hang back, in hopes of sniping with the +1 to hit line of sight strategem and the 6W flat damage supermissles.
1287 so far. The 3 tiny squadlets of command are intended purely for board control snark. They hug the LOS blockers in the backfield, do actions, or come out of nowhere to cross into the 4 corners. Total throwaway, but very few points .. and you can also use them occasionally as screens against a very mobile enemy element, by string of pearls strech them across an area the enemy needs to cross to get to your tank.
They are even legal with TC's!.
713 points left.
Dawn Patrol Lambda Lions (-2cp)
tempest prime as you have him (-2cp)
2 astropaths
5 scions (2 hsvg)
5 scoins (2hsvg)
5 scions (2hsvg)
4 scions with 4 hsvg (command squad)
taurox prime (each of these has a gatling turret gun and 2 hsvg)
taurox prime
taurox prime

Slush fund 33 points.
By my math, 33 points leftover, enough to give your 3 command squads each a mortar (cowardly LOS hiding for the win!)Or if you prefer, ennough to make your 3 10 man squads of gaurd each carry a powersword and a plasma rifle. Or maybe you are a "my tempest will powerpunch you" kind of guy, who knows.

I think this force -- it would concentrate the enemey's attention on the 5 big armor pieces gaurd side, which are a much upgraded threat against enemy large assets. Two full manticores do the work of 3 normal manticores. 3 tank commanders have the firepower of 4.5 (ish) normal leman russes. Three taurox primes with invuln shields and reroll 1's out an astonishing 84 shots a turn till the enemy has time to deal with them. (Teh whole scions wing, puts out a whacky 64 hsvg shots a turn. I think this list thus has both the potential to present saturation of threat against his armor AND his infantry . .and it has little moving parts that can do board creep while the big point stuff fights over the midboard.

What do you think?

Incidentally, I went with plasma cannon + dual sponsons plasma + hb to standardize the tanks' range a bit further back, and I reckon you can swap to s7 mode for mowing down large numbers of 1 wound warriors. Are they still 1 wound? I haven't fought necrons in a bit.

This message was edited 4 times. Last update was at 2020/11/30 17:54:42


Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in gr
Storm Trooper with Maglight





Dukeofstuff wrote:

3 tank commanders. Yeah, its a trope for a reason. Each has executioner + 2 plasma cannon + heavy bolter


The problem is: Against 20 Warrior blobs with 5++, going all Plasma really isn't that effective. I had two Executioner TC with your described loadout and while they did fantastic work against the King, their performance against the Warriors was absolutely meagre, managing to take out 4-5 or so per turn per TC (with Grinding Advance mind you), before Reanimation kicked in and brougt 1-2 of those back anyway.

That's why I want to split their tasks: One TC for heavy stuff, one for BRRRRRTTTing 40 S5 AP1 shots into his infantry every turn. Math says that the Punisher TC should be able to take out 10-11 warriors per turn on his own.

3 command squads with just 4 chainswords and 4 laspistols each.
3 infantry
2 platoon commander (movemovemvoe sources .. remember to use 1 cp to get the third order on turn 1)


The problem with footsloggers: As soon as the Necrons point anything ranged in their direction, they're dust. Inside a Chimera they have a good chance of lasting into Round 3.

2 tank ace manticores (full payloads, baby!) with a hunterkiller missle each. Surprisingly, these are intended to follow the main pack, and not hang back, in hopes of sniping with the +1 to hit line of sight strategem and the 6W flat damage supermissles.


If you drive them towards the enemy the Master of Ordonance becomes obsolete though.
I actually did take 2 Full Payload Manticores in my game, but after the King was gone he had no multi-wounds targets to speak off so the Payload didn't to me any good. Still, 2 Manticores will definitely be on the table but one will give his Tank Ace to the Tank Commander.

Dawn Patrol Lambda Lions (-2cp)
tempest prime as you have him (-2cp)
2 astropaths
5 scions (2 hsvg)
5 scoins (2hsvg)
5 scions (2hsvg)
4 scions with 4 hsvg (command squad)


At first, I was also thinking about taking the Scions as MSU squads as opposed to 2 maxed squads. However, by taking them in groups of 10, I'll get more out of double-strating Point Blank Efficiancy and Gifts from the Mechanicus on them.

taurox prime (each of these has a gatling turret gun and 2 hsvg)
taurox prime
taurox prime


I was planning to parachute the Lions into his hinterland. This makes Tauroxes unsuited for my plan, since there's no realistic way to get them there.

Incidentally, I went with plasma cannon + dual sponsons plasma + hb to standardize the tanks' range a bit further back, and I reckon you can swap to s7 mode for mowing down large numbers of 1 wound warriors. Are they still 1 wound? I haven't fought necrons in a bit.


S8 is probably still the better choice in order to wound them on 2+.

This message was edited 2 times. Last update was at 2020/11/30 22:03:34


 
   
Made in us
Longtime Dakkanaut





The tauroxes mathematically should be able to kill roughly 20 warriors a turn between them, that is their primary (and only, really) use in this army.
The 3 plasma tank commandes should each account for 8, if you point them at a 20 man, they fire 18 times, hit about 14, wound on 2's, so 12 saves with 5++ == 8 dead. Ignoreing the heavy bolters, even!
20-8 = 12 (still full firepower with the plasma no need to roll) = 12-8 = 4. A single taurox prime can probably finish this off, but two definitely would.
Then the thirdd one starts another blob, 8 (or 9) casualties inflicted. Plus the last taurox so that blob is down to about 8.
Sure, some regen, but you can wipe it pretty easy now with all the scions that drop next turn, using killing zone so that they can ALL get +1 to wound rather than just one squad kill one extra guy.
And fill in all your tauroxes ot finsih it off, while the manticores hit the silent king again and the tank commanders go with whichever you need to fill a little more kill into.

I think you would not just win, but really win, or is there another big part of his army I am ignoring?

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in gb
Fresh-Faced New User





I’m starting to get into guard myself however I have played Necrons for many years. For me the areas I would struggle against guard with are the tanks as Necrons have pretty lousy anti-tank options whereas guard can field lots, and shoot all mine off the board quite quickly.

Counter to this, Necrons can chomp through infantry quite easily with it being on the few armies that Tesla is actually useful against. Guard infantry are fast however and in an objective game, that initial fodder can help main early gains and limit my options.

Finally, Necrons can certainly field numbers but we lack the numbers for board control. Focus fire down my assault units and anti-tank and all that remains are metal bodies who will certainly punish your infantry for the next round, but likely never gain control of the board fast enough.
   
Made in gr
Storm Trooper with Maglight





After some tweaking, here is what I finally came up with:

Custom Regiment Bataillon [1,479 pts]
Gunnery Experts, Spotter details

SPECIAL OPERATIVE

Vindicare assassine [100 pts]

HQ

Primaris Psyker, Psychic Maelstrom, Nightshroud [50 pts]

LR Punisher commander, H. Bolter. 2 Plasma cannons, Weapon expert (tank ace) [245 pts]

LR Executioner commander, H. Bolter, 2 Plasma cannons [225 pts]

TROOPS

10 man naked infantry squad [150 pts]
Chimera, 2. Heavy Flamers, treads

10 man naked infantry squad [150 pts]
Chimera, 2. Heavy Flamers, treads

10 man naked infantry squad [50 pts]


ELITE

Astropath, Psychic Maelstrom [25 pts]

Nork Deddog [60 pts]

Platoon Commander, Bolter [25 pts]

Platoon Commander, Bolter [25 pts]

Master of Ordonance, Kurovs Aquila [35 pts]

HEAVY SUPPORT

Manticore, H. Bolter, Full Payload (tank ace) [143 pts]

Manticore, H. Bolter [138 pts]

6 Wyrdvane psykers, Psychic Barrier [48 pts]


Lambdan Lions Patrol [521 pts]

HQ

Tempestor Prime, Command Rod, Refractor Field (Progeny of Conflict), Keys to the armoury [45 pts]

TROOPS

10 Scions, 1 Plasma Pistol, 4 H-S Volley Guns [115 pts]
10 Scions, 1 Plasma Pistol, 4 H-S Volley Guns [115 pts]

Taurox Prime, Storm Bolter, Gatling Cannon, 2 HS-Volley Gun [123 pts]
Taurox Prime, Storm Bolter, Gatling Cannon, 2 HS-Volley Gun [123 pts]

TOTAL 2000 pts

Starting CP: 7 (12 -2 for Patrol detachment, -1 for second Relic, -1 for second Tank Ace, -1 for Progeny of Conflict)


Since I know for a fact that he's going to bring a C'tan, I brought 3 psyker units with offensive capabilities. I also went heavier on the Scions. The 2 Tauroxes will transport the 2 Scions them to the center of the board Turn one (The Tempestor, an Astropath and Nork Deddog advancing behind them) where they will dig in with the Tempestor's 5++ invln Aura, whose survivalibility will be increased by Nork. The 2 Chimeras will drive up the left and right flank of the board respectively for secondaries. The transporter-less infantry-squad will stay in my DZ to secure the Objective and deny deepstrike.
I also took a Vindicare to harass his Crypteks (with his shoot twice strat, he should be capable of taking out 1-2 of them per turn).
Other than that, same as before.

   
Made in us
Longtime Dakkanaut





I like it. You have a plan and the tools to give it a solid go. Good hunting!

Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

I'm so happy that Szarekh didn't come out with that infuriating "only 3 wounds per phase" ability.

I've managed to beat him down in melee a few times now, but that's GKs for you. Astra aim and Psi-bolt stratagem work well enough for putting a dent in him.

One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
 
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