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![[Post New]](/s/i/i.gif) 2012/08/29 18:31:12
Subject: Fight and Flight (Necrons)
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Fresh-Faced New User
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Right I want to buy 4 night scythes and 2 doom scythes in total that's a lot of money so i'd rather see what dakka dakka thinks of my list first.
HQ
Anrakyr The Traveler
(command Barge)
Troops
10 warriors
Night scythe (X2)
5 immortals carbines
Night scythe (X2)
Fast Attack
5 scarab swarms bases ( just to fill point i'm not too sure on Cryptics' and what would be good in this list.)
Heavy Support
DOOM! scythe (X2)
So before i spend lets see what knowledge dakka can lend
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![[Post New]](/s/i/i.gif) 2012/08/29 18:41:16
Subject: Re:Fight and Flight (Necrons)
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Regular Dakkanaut
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Proxy the models and play a few, just to get a feel for it.
However, I think you would really need to be careful that you don't lose everyone round 1. You would have 1 unit of scrabs and Anrakyr in a Command Barge on the table round 1. With scarabs being vulnerable to blasts, you will lose them to any large blast that gets close and knocking out the barge and Anrakyr would not be out of the question in one round.
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DS:70S++G+MB-IPw40k10#+D++++A+/aWD-R+T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2012/08/29 18:48:32
Subject: Fight and Flight (Necrons)
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Loyal Necron Lychguard
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CCBarge has me feeling a bit MEH, recently. The sweep attack is less useful because you need to start within 12" of your enemy to even consider it. And if you are within 12", you are in charge range. I like moving Anrkyr to one of the groups of Immortals.
I also like making the Immortal groups larger and the warrior groups smaller, but that is personal preference. A lot of people are taking 5 man warrior squads in Night Scythes.
You need a tough resilient force on the board or you'll lose the game. 5 Scarabs just aren't tough enough (and neither was the CCBarge if it's the only thing your opponent has to shoot at on turn 1). Many people are using wraiths and Annihilation barges... keeping them out of range until the flyers come in.
In general though, I see flyer spam going the way that Landraider Spam went at the beginning of 5th. It's a fad that will pass once more armies have ways of dealing with them. That is, once Marines have Flakk Missiles.
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![[Post New]](/s/i/i.gif) 2012/08/29 18:51:42
Subject: Fight and Flight (Necrons)
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Swift Swooping Hawk
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I just picked up 6 flyers of my own, and I have a battle scheduled tonight at my FLGS. I'll let you know how I did but here is my list.
http://www.dakkadakka.com/dakkaforum/posts/list/472853.page
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"What we do in life, echoes in eternity" - Maximus Meridius
Check out Veterans of the Long War Podcast -
https://www.facebook.com/VeteransOfTheLongWar |
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![[Post New]](/s/i/i.gif) 2012/08/30 12:37:11
Subject: Fight and Flight (Necrons)
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Dusty Skeleton
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I'm not to sure of the points but you could drop the scarabs and the command barge 2 Annihilation barges and kept them in a corner like adom said.
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The little ork is king of the grechin but a slave to the big orks
40K: 3k/ 3k/ 2k/ 1k
Fantasy: VC 2k/ 1500pt/WoC WIP/ LM 1500pt
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![[Post New]](/s/i/i.gif) 2012/08/30 13:07:14
Subject: Fight and Flight (Necrons)
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Ultramarine Chaplain with Hate to Spare
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Not enough on the board to start.
Great combos in the Nightscythe with crypteks are:
5 Warriors or Immortals with Guass and a Stormtek - expert tank killers. Should kill any tank you point them at regardless of AV value.
5-10 Immortals/Deathmarks with Tesla and 1-2 or Despairteks - expert infantry killers. Taking a Veil makes them great late game objective grabbers too and with 2 despairteks people won't want to charge them.
I'd probably drop a flier to get more stuff on the board. I personally use the Tombblades with no upgrades, a 2nd command barge would be good too and annihilation barges are great as well. The other option is to take Big warrior squads and start them on the board and have their flier empty.
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![[Post New]](/s/i/i.gif) 2012/08/30 15:14:45
Subject: Fight and Flight (Necrons)
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Infiltrating Broodlord
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FlingitNow readed my mind. Exactly when I was ready to post my advices he resumed the hot-points of the list I'm testing tight now. Not yet used in a tournament because no one is already playing tournies at 2000 pts here for the moment. However, in casual games vs casual adversaries worked very good. Not overkill (to let everyone have fun) but very effective at the moment. HQ - Overlord - Warscythe - 2+ - MSS - 3++ - Orb. 205 [Warlord] HQ - Destroyer Lord - 2+ - MSS - Orb. 190 TR - 10x Tesla Immortals - Nightscythe - Despairteck with Veil. 330 [Overlord here] TR - 10x Warriors - Nightscythe - Stormteck. 255 TR - 5x Warriors - Destructeck with Solar Pulse. 120 TR - 5x Warriors. 65 FA - 6x Wraiths - 3x Whip Coils. 240 [Destroyer Lord here] FA - 6x Wraiths - 3x Whip Coils. 240 HV - Doomscythe. 175 HV - Annihilation Barge - full Tesla. 90 HV - Annihilation Barge - full Tesla. 90 Tot. 2000 The Res. Orb on the Destroyer Lord is there just because at 1500 pts I use him as Warlord and this give's him a little more durability. The character is modelled this way and so I use it points-respectfully, however I'm planning to build up another Destroyer Lord without Orb and then use the 30 pts on another Despairteck. Or even on more Whip Coils.. don't know yet. EDIT: one reflection of the very last days is eventually exchange the 190 pts Destroyer Lord for a 3x Heavy Destroyers unit (180 pts) and one more Whip Coils or something else. This 36" TL ST9 AP2 unit would so hunt easy targets in the early turns (a Rhino, ie, now really is an easy target) to give me "First Blood" statistically very often. Anyway this list worked pretty good so far. For me at least.
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This message was edited 2 times. Last update was at 2012/08/30 15:27:43
Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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![[Post New]](/s/i/i.gif) 2012/08/30 20:19:23
Subject: Fight and Flight (Necrons)
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Loyal Necron Lychguard
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I like your list, except for just a few things.
I can't really wrap my mind around 5-man units of warriors. I know that they are useful for holding rear objectives, but I feel that they are just too easy of a target. Most armies won't have trouble dealing 5 wounds to a unit of toughness 4 AP4 unit. We also know how well they do in assault with I 2.
Secondly, I'm worried about the footprint of the immortals/Veiltek/Overlord squad. With 12 25mm bases, that's large enough that I see a lot of turn 5 deepstrikes sending the unit back into reserves. I guess the way around that is to move them on turn 4 just in case you mishap.
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![[Post New]](/s/i/i.gif) 2012/08/31 06:56:06
Subject: Fight and Flight (Necrons)
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Infiltrating Broodlord
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Anpu-adom wrote:I like your list, except for just a few things.
I can't really wrap my mind around 5-man units of warriors. I know that they are useful for holding rear objectives, but I feel that they are just too easy of a target. Most armies won't have trouble dealing 5 wounds to a unit of toughness 4 AP4 unit. We also know how well they do in assault with I 2.
Secondly, I'm worried about the footprint of the immortals/Veiltek/Overlord squad. With 12 25mm bases, that's large enough that I see a lot of turn 5 deepstrikes sending the unit back into reserves. I guess the way around that is to move them on turn 4 just in case you mishap.
They wouldn't deep strike. Assuming that the Nightscythes wouldn't move more than 36" they may alwais just disembark measuring from the vehicle base.
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Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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![[Post New]](/s/i/i.gif) 2012/08/31 09:12:18
Subject: Fight and Flight (Necrons)
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Loyal Necron Lychguard
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Then why have the veil at all?
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![[Post New]](/s/i/i.gif) 2012/08/31 09:38:20
Subject: Fight and Flight (Necrons)
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Proud Triarch Praetorian
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In case the NS is shot down, then they deep strike.
Good list, needs moar dakka
A couple of anni barges wouldnt go amiss in the list, drop one doom for two barges.
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2012/08/31 09:42:00
Subject: Fight and Flight (Necrons)
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Infiltrating Broodlord
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Ahhh ok.. I though you were thinking about the disembarking from nightscythes method (like Skies of Blood for Stormravens..).
Yeah Veil could be risky with the complete unit but very often at the fifth or further turns the unit rarely is still at is maximom being instead depleted a little. Usually, including characters, I never end the match with more than 5/6 Immortals still alive (if not completly killed obviously). This is of course a better situation.
Remember in anycase that the Veil is the last desperate measure. Nothing compulsory but still something useful and, with luck, game changing.
Honeslty in 6 games I used the Veil just once so your critics about it could be motivated and then consider to invest differently the pts but the foot-print of the unit has never gived me problems 'til now.
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Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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