Amaurosis wrote:warren0110 wrote:Playing around with lists in the hope I will soon be able to actually play some games in person, as such basing this on what I can put on the table:
Lord with Res Orb
Psychomancer with Atovindicator
20 Warriors w/flayers
15 Warriors w/reapers
15 Warriors w/reapers
5 immortals w/ gauss
5 immortals w/gauss
Reanimator
5 Deathmarks
Doomstalker
Doomstalker
Annihilation Barge w/ gauss cannon
Doomscythe
Doomscythe
Comes out at 1990.
Torn between removing the Deathmarks and adding another Reanimator for redundancy but the only other thing I could add in is a Nightbringer but that would require dropping more than I think I want to.
Hi, although I have not been able to play a single game with the 9th edition Necrons myself, I try to give you my opinion.
The Nightbringer is a close combat addition, your list is missing completely, so try to get him in.
To get the points for him,
try removing like some of the following:
1. Deathmarks
2. Annihilation bark
3. One Doomscythe
Gives you 415 points plus the 10 unused in your list!
Enough for the Nightbringer for 370.
Before recommending the removal of a unit one should be aware of it's function....
The NB can only suffer 3 wounds per phase: Movement (pretty rare), Psychic, shooting, & melee. NB only has 9W. He
can be killed in 1 turn.
As I've said, taking damage in the movement phase is pretty rare. That pretty much leaves the other three.
Of these the psychic phase is very annoying. There's plenty of powers that don't target, don't need
LoS, do "splash" damage - as in when unit A is affected, roll x for units within y inches, and many more that buff/debuff units. We Necrons don't have much to say about the enemy psykers getting to cast stuff.
We DO however have Deathmarks.
Let me introduce you to the Deathmark.
Here we have a 1W, T5, sv3+ sniper. He is armed with a 36" S5
AP-2 1d* gun. He takes to the field with at least 4 identical buddies.
*His gun? On natural 6s to wound it deals an additional 1
MW.
His
BS is 2+ and he ignores the Lookout Sir rule.
He has 3 very useful abilities: Reanimation protocols, Command protocols, and Translocation
**Reanimation - being 1W, these guys have a 2/6 chance of standing back up - should they take damage.....
**Command Protocols - In my xp, this is very rarely of much benefit as my own Deathmarks are often nowhere near a Necron character. But still usefull on occasion
**Translocation - THIS is very useful. You can deploy these guys in deepstrike & see just where you need to place them Turn 2+ to best do their job . And their job is assassinating characters.
He's also packed with great Keywords: Necrons, {Dynasty}, Infantry, Core, and Hyperspace Hunter
**{Dynasty} - in this case gives access to Mehprit traits (+3" on ranged attacks other than pistols & -1AP at 1/2 range - wich is 19.5" for a Mephrit Deathmark), & the Strat "Talent for Anhilation (natural 6's to wound cause an additional
MW, max of 3 extra
MW with this strat.
**Hyperspace Hunter- is a situational thing. If an enemy Deepstrikes in & the Marks are still in
DS then they can port in & imediately shoot at the newly arrived foe. sometimes that's useful.
So in the end we have a 39" /19.5" range BS2+ shooting attack that generally wounds on a 3+, carries either an
AP of -2 or -3, and each shot has the potential to do 1 normal +2 mortal wounds (assuming you use the strat) . That includes a few deployment tricks.
And usually the enemy has more pressing things to do than deal with 5 snipers.
I really like these guys when it comes to enemy character/psyker removal.
Especially when they reduce the # of phases my C'Tan can take damage in.
I would never consider cutting them from a Mephrit list.