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Wanted to start playing crons again since I bought, you know, two boxes worth of Indomitus necrons I didn't play them at all in 8E but was my go to army from 5th - 7th. I played my first game with them in years last weekend with a very similar list to this one. Screwed up all over the place of course and lost but not by much. This is my tweaked out tournie list. I discovered a chronomancer giving warriors a 5+ invuln is pure gold so I dropped my technomancer for a second chronomancer. I also picked up a unit of tomblades and gave them a 5+ invuln as well. I figure them and the scarabs can head for the backfield and camp earning me some engage on all fronts points and try and steal some objectives last turn. First time running the Canoptek Reanimator - basically I threw everything in this list that would help keep the warriors alive.
necron99 wrote: Wanted to start playing crons again since I bought, you know, two boxes worth of Indomitus necrons I didn't play them at all in 8E but was my go to army from 5th - 7th. I played my first game with them in years last weekend with a very similar list to this one. Screwed up all over the place of course and lost but not by much. This is my tweaked out tournie list. I discovered a chronomancer giving warriors a 5+ invuln is pure gold so I dropped my technomancer for a second chronomancer. I also picked up a unit of tomblades and gave them a 5+ invuln as well. I figure them and the scarabs can head for the backfield and camp earning me some engage on all fronts points and try and steal some objectives last turn. First time running the Canoptek Reanimator - basically I threw everything in this list that would help keep the warriors alive.
Okay, so I created a list that's almost the same as yours w/ a few tweaks so I'll explain my logic in them and you can (obviously) decide if you agree or not.
I changed the Chronomancer weapons to Entropic Lance -- this is mostly preference, but your army lacks big punchy shots, so I think even just swapping to those 2 might be quite beneficial in countering characters or some vechicles.
I changed around numbers in your warrior units to make more sense (at least to me) for their purpose. I made them 2 squads of 20 and 2 squads of 10. This is because I figure you'll leave the 10 man squads on backfield objectives and walk/veil the 20 man squads up. It's probably better to have as many points invested in the guys that are actively in range to fight for the longest period of time, rather than throwing a few models into the back line that isn't going to see action.
Swapped the NB for VD -- same as the entropic lance decision, I felt like your list lacked any real anti-vehicle, and the Void Dragon is still decently killy in melee (good number of attacks w/ the D6 extra on top of his very hard hitting 5 base).
I grouped the scarabs into a single unit and added 1 extra model. I've done this as I find that MSU of scarabs tend to just get wiped extremely fast if they're unable to find hard cover which basically makes them a 45 point tax that doesn't get anything done. The second reason I did this is because I also added a model to the Tomb Blades, which can fill a similar "Engage on all Fronts"/"Linebreaker" type of role while also being decently hard to kill w/ the 5++, 2 wounds, and -1 to be hit.
As stated above, I added another model to the Tomb Blades for similar reasons, larger unit = more durable (RP is harder to be prevented w/ more models). I also removed their 3+ save upgrades as I personally feel it's not worth paying for those if you're already paying for the 5++. This is definitely preference though, and someone could probably come up with a solid reason that they should both be taken. An added benefit is it lets you take the extra scarab base by not taking the 3+ upgrades.
I don't really know how I feel about Ghost Arks. It seems like a heavy price for a boost to survivability. You could just take 10 extra models for the same price (less even) and probably feel like you're getting more from it. I didn't remove it cause that requires some significant other decisions regarding how to spend those points, but I figured I would mention that.
There's also an argument to be made for dropping the orb of eternity and ghost ark and running 2 canoptek reanimators to follow the 20 man units around. This also gives some extra points that could be used to expand the Tomb Blades more or something else, but overall I'm not sold on the Reanimator itself as a unit either (I need to play more games w/ it to know how I feel about it).
I also don't know that the chosen warlord trait is the most useful one you could pick, but I'd say that's definitely more about how you want to play the list than theoretical optimization.
Wow thanks for the great feedback! I agree with you on pretty much every point. Especially after rethinking how my game went against custodes.
Single larger units of scarabs
Yep agreed. Thinking about that they did kind of die quickly to one dude with a ps and lots of attacks. I also want to try out Self-Destruction and on a 3 model unit that might not work so well.
I upgraded the lords to warscythes. That might help if I run into light vehicles while camping on objectives.
Swapping from NB to VD. Yeah I agree with you on this now a lot more than I did before my first game. I really had no answer for vehicles and the custodes were running a 90% dreadnought list. I fell for the NB being an auto include
Ghost Ark
I had visions of driving up the board with 10 dudes inside until I saw all of the custodes dreads :( I wasn't going to be doing that. QS seems really strong in this edition plus Reconstitution Protocols reanimating D6 warriors instead of D3 seemed like a good idea. But thanks to my bad rolling it only lived 2 turns. So I'm on the fence on the ark.
Warrior #'s
Yeah I was trying to keep them as high as I could even if it meant having awkward numbers. They're still fluctuating
Canoptic Reanimator
Mostly I added this guy because, you know, keep the warriors going a little longer. He so darn fragile though and banking on a ruin being available in just the right spot seems meh. I'm going to run him a couple of time before I decide to cut him.
Lords warlord trait
My thought was that he would be sitting on an objective in the middle if there was a middle objective but either way I wanted to be able to reach out to the unit on the other objective if I needed to and that WT seemed like a way to do that more efficiently. Would be interested in hearing your suggestions though as I have zero experiences in situations the lord could get in.
If you're giving the lords w.scythes, maybe giving the warlord the 'honorable combatant' trait for 2 extra attacks vs characters would be good. you could also then spend 1cp for rarified nobility and give the other guy something like eternal madness to reroll wound rolls. Just a thought for making the choices you've already made count for a bit more.
Running that many warriors, have you noticed that 10 lychguard with sword and board are only 20 points more? same number of wounds but toughness 5 with a 2+ 4++ They are an absolute bear to shift and with the new strategem and MWBD they are swinging 40 attacks hitting on a 2+ with str 6 ap -3.
They make an absolutely unmovable brick in the middle of the table.