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Made in au
Regular Dakkanaut




So, I'm starting to collect Necrons, and there's a local Campaign starting. It starts at 25 Power. Not sure how big it'll go, but I've planned a 200 Power force of essentially everything I want in a Necron force. Bonus - it all fits into a single Battalion!

So, I'll first list everything in the 200P overall army, which I'd love feedback on. Then the starting 25P force. Then the order in which I want to add things during the campaign. I'm leaving special rules like relics, warlord traits and wargear etc. out for now.

Thanks in advance!

---

Battalion: 197 Power

HQ:

1 Overlord (warlord) 6P
1 Skorpekh Lord 7P
1 Plasmancer 4P

Troops:

20 Warriors (Flayers) 12P
20 Warriors (Flayers) 12P
10 Warriors (Reapers) 6P
10 Warriors (Reapers) 6P
10 Immortals
10 Immortals

Elites:

1 Void Dragon 18P
1 Hexmark Destroyer 4P
6 Skorpekh Destroyers 10P
1 Canoptek Reanimator 6P
1 Canoptek Reanimator 6P
10 Lychguard 14P
2 Plasmacytes (no slot required) 2P
2 Cryptothralls (no slot required) 2P

Fast Attack:

9 Tomb Blades 12P
9 Scarab Swarms 6P
6 Canoptek Wraiths 10P

Heavy Support:

1 Canoptek Doomstalker 7P
1 Canoptek Doomstalker 7P
3 Lokhust Heavy Destroyers 12P

Fliers:

1 Doom Scythe 10P
1 Doom Scythe 10P

---

Starting at 25 Power:

1 Overlord 6P
10 Warriors (Reapers) 6P
10 Warriors (Flayers) 6P
3 Skorpekh Destroyers 5P
3 Scarab Swarms 2P

---

Order of adding throughout the campaign:

1 Plasmacyte
1 Doomstalker
Increase 10 Warriors (Flayers) to 20
1 Hexmark Destroyer
1 Skorpekh Lord
3 Tomb Blades
1 Canoptek Reanimator
10 Immortals
3 Canoptek Wraiths
1 Doomstalker
5 Lychguard
10 Warriors (Flayers)
3 Tomb Blades
Increase 10 Warriors (Flayers) to 20
1 Void Dragon
3 Scarab Swarms
5 Lychguard
1 Doom Scythe
3 Skorpekh Destroyers
1 Plasmacyte
3 Canoptek Wraiths
3 Tomb Blades
1 Plasmancer
2 Cryptothralls
3 Scarab Swarms
10 Immortals
10 Warriors (Reapers)
1 Canoptek Reanimator
3 Lokhust Heavy Destroyers
1 Doom Scythe

---

What do you think? Again, thanks in advance! This is a big list to ask for advice on.


Automatically Appended Next Post:
I could drop 1 Heavy Destroyer (4P) and max out a Reapers Warrior unit (6P), bringing the total Power to 199. Then I could add another Plasmacyte for 1P, except I'm not sure I'll actually have that model...

This message was edited 1 time. Last update was at 2022/04/21 05:32:50


 
   
Made in ch
Irked Necron Immortal




Switzerland

Is this a crusade?

HQ
ยง Lord and Plasmancer fight over the same Relic (which doesnt exist in crusade?)
pick Skorpekh Lord.

Troops
Warriors are kinda bad in Q2, Immortals with Tesla seem fine.

Elites
6 Skorpekh Destroyers cost 8P ?
You only need 1 Plasmacyte

FA
Tomb blades also better with Tesla.
6 Wraiths cost 12P ?

HS
3 Lokhust Heavy Destroyers cost 9P ?

Flyers
1 Doom Scythe costs 9P ?

My starting 25 would be
1 Overlord 6
5 Immortals 4
6 Skorpekhs 8
1 Doomstalker 7

   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

Having a Dynasty in mind would go a long way in helping you out. Also need to know if your group is using the 'Matched Play' restrictions in your Crusade campaign. Many groups do it, but it helps when laying out what to bring and how to play. First Turn Reserves, Ro3, Armor of Contempt, etc. If these things are being used, then it shapes how you'll play and what you'll bring.

Flayer Warriors are fine outside of 'Matched Play'. Reaper Warriors are good in both.
Cryptothralls are fantastic outside of 'Matched Play', but useless now in 'Matched Play'. Remember, they can still be taken as their own Elite Slot, so you can get more.
If you choose to run Reanimators, make sure you bring at least 2. A single Reanimator isn't going to contribute much for various reasons.

I'm a Gauss on Tomb Blades guy. Particle Beamers work well enough to fill in gaps where your opponent has killed off a unit. They work better when they go hunting for stuff.

I don't have much to say on the Hexmark other than it's a cool model. Not sure what his tactical role is, so you might want to move him to the back of the line unless someone else has found a use for him.

Why no Wardens or Chronomancers?

Having a Warden around allows you to back a unit out of combat and still shoot. Which is going to be nice to have until you get Wraiths. Otherwise you're stuck cutting your shooting off when you need to pull them out of combat to pour the rest of your army into units that brought a Combat Blade to a Gauss fight.
Chronomancer comes with a 4++, Grants a 5++, and allows re-rolls on a charge. You're mostly shooting anyways, but he could help the Skorpekhs before sending them off.

-----
This is the starting 25PL list I used to kick off the Crusade I'm in. (We are using 'Matched Play' restrictions, and points instead of PL)
**Mephrit**
Chronomancer w/Entropic Lance
Royal Warden
15 Warriors
Reanimator
3 Scarabs

This message was edited 1 time. Last update was at 2022/04/21 16:17:31


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in au
Regular Dakkanaut




Manchild - Sorry, but the Power level in the Codex disagrees with you. It surprised me, too. Someone linked me a pdf of Power for every army, and that has the numbers you quoted. The Codex does not.

Both - Some of my choices are based on what I already own. I got like 90P of Necrons for $50 second-hand. BUT, it's not got much variety. So I don't actually have any Immortals yet. I do have 2 Reanimators, though. Just not sure when to add them. (Pretty sure this is a Crusade, yes.)

As for the HQ stuff... I have a few Overlords, the Skorpekh Lord, a Plasmancer and 2 Royal Wardens. The Wardens were nixed because Battalion has 3 HQs.

I want to start with the Overlord because of Command Protocols, which the Skorpekh Lord doesn't get. Plasmancer rather than a different Cryptek, because it's what I have. And I want 1 Cryptek.

The Hexmark Destroyer looks good at killing large groups of cheap units. 6 S6 pistol shots, +1 bonus shot when I kill a model. 2+ to hit, re-roll 1s, ignore modifiers. What I want to do is give it a Plasmacyte to get S7 attacks. It has the Destroyer Cult keyword. Hence 2 Plasmacytes (the other for the Skorpekhs). Shoot 6+ shots at S7, then charge in for 4 S6 melee attacks (usually S5). Also, pistols can still shoot in melee, I think? (I've only played 4 games so far, so am a little fuzzy on rules. So I may be wrong...)

So that's my current thinking...


Automatically Appended Next Post:
Oh, and I'm going with Szarekhean Dynasty. Purely because of the 5+ save on mortal wounds. I don't like receiving damage I literally can't save against.

This message was edited 1 time. Last update was at 2022/04/21 23:00:37


 
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

Hecate wrote:
Manchild]The Hexmark Destroyer looks good at killing large groups of cheap units. 6 S6 pistol shots, +1 bonus shot when I kill a model. 2+ to hit, re-roll 1s, ignore modifiers. What I want to do is give it a Plasmacyte to get S7 attacks. It has the Destroyer Cult keyword. Hence 2 Plasmacytes (the other for the Skorpekhs). Shoot 6+ shots at S7, then charge in for 4 S6 melee attacks (usually S5). Also, pistols can still shoot in melee, I think? (I've only played 4 games so far, so am a little fuzzy on rules. So I may be wrong...).
Gonna have to let us know how it goes. I wouldn't recommend the Plasmacyte though. You got a 1/6 chance of losing him outright. With the Skorpekhs, there are ways to get the lost model back. S6 is going to handle any cheap units, so you're not gaining much out of adding it. I just see better uses for the 75 points, which is why I haven't gotten one yet.

You're in a Crusade. You're only required to make a list from the units available, not include every unit everytime. So you could try out the Warden, then replace him when you get the Wraiths. You're not running Mephrit or Novokh, so he'd be a situational model. You can double up on Crypteks per slot, so give that a thought.

Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in au
Regular Dakkanaut




Hmm. Food for thought.
   
Made in ch
Irked Necron Immortal




Switzerland

Hexmark is just worse then 6 Flayed Ones
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

 Manchild 1984 wrote:
Hexmark is just worse then 6 Flayed Ones
While I agree there are better uses for the points. Killing 6 Flayed ones is infinitely easier than the Hexmark.

Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in ch
Irked Necron Immortal




Switzerland

 Akar wrote:
 Manchild 1984 wrote:
Hexmark is just worse then 6 Flayed Ones
While I agree there are better uses for the points. Killing 6 Flayed ones is infinitely easier than the Hexmark.

just takes a single shot in turn 3-5 ish. (turn 1 for Tau empire)
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

 Manchild 1984 wrote:
 Akar wrote:
 Manchild 1984 wrote:
Hexmark is just worse then 6 Flayed Ones
While I agree there are better uses for the points. Killing 6 Flayed ones is infinitely easier than the Hexmark.

just takes a single shot in turn 3-5 ish. (turn 1 for Tau empire)
He's a character, so he would need to be sniped out before doing the damage. There are better options if you're going to start the Flayed Ones on the board. Unless you're already taking a unit of Flayed Ones to add 6 models to, they'd have to come in from Reserve, survive any Auspex abilities, then make the charge. Overwatch could be used if there isn't anything else charging. If they're still alive then they can hope to do enough damage equal to the Hexmark. He's running Szarekhian, so neither the Hexmark or the Flayed Ones are going to get a boost to their damage output.

If you're going to spend CP to boost either unit, the Hexmark can take a Gauntlet of the Conflagrator. Or it can take the Veil along with a unit to screen it. Flayed Ones will need to spend 1 CP each round to be able to wound most targets the same as the Hexmark. If there are any Flayed Ones left after combat, you can spend 2 CP and have them attack again, which is a huge CP commitment for 6 Flayed Ones.

He's not currently planning on taking any Flayed Ones. I see the points (Hexmark+Plasmacyte), being more useful being spent on adding 5 more Warriors or 5 Immortals. They'll be able to shoot when needed, or perform actions when not. 5 More Scarabs, another Lokhust Heavy Destroyer would also probably be more tactically flexible in a game. A unit of Ophydians could also work in here, but I have no experience. None of this really matters since it's a Crusade, and the Rule of Cool is the main reason to take him.

This message was edited 1 time. Last update was at 2022/04/23 21:31:55


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Overseas

Starting at 25 Power:

1 Overlord 6P
10 Warriors (Reapers) 6P
10 Warriors (Flayers) 6P
3 Skorpekh Destroyers 5P
3 Scarab Swarms 2P


Seems like a versatile list to start with. Have you decided on what Agendas you'd like to use when playing through the Crusade?
   
Made in au
Regular Dakkanaut




Yeah, I'd definitely prefer the Hexmark over some Flayed Ones. I'm not experienced, but it seems the better option (plus the Rule of Cool lol). I have 1 Heavy Destroyer already, and in the 2 games I played it didn't do a single wound, so I'm not that keen on them. Only taking 3 in the overall army because otherwise I'd just fill all 3 HS slots with Doomstalkers... Variety, spice, etc.

Agendas... I need to figure that out still. I need to clarify rules when I play my friend today. They have the Core rules, but I do not (yet). I was thinking "Inescapable Retribution".
   
 
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