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Made in gb
Fresh-Faced New User




Drop pod armies, from a necron perspective...

I hate drop pod armies.

I've spent an extensive amount of time sorting, playing and modifying lists for my necrons 1500 point bracket army.
and I've settled for something around this (roughly)

3 squads of 20 warriors.
2 lords with res orbs in he flanking squads.
5 destroyers with a destroyer lord (semi weave and res orb)
2 heavy destroyers with Szeras

( mostly because the destroyers are AP3 so no annoying saves from SM which are the majority at my club)
I'm confident with most armies I play, but drop pods destroy me so badly to the point where it feels unfair and almost pointless.

Taking first or second turn yeilds nothing, pods fall, heavy flamers and plasma just rip my troops to pieces.

Necron's work best engaging the enemy at mid range, at close range they are as good as toast no matter the unit (I've tried them all bay the stalker when I'm buying soon)
Do I just accept that I just can't do anything about the drop pods armies or is there something I've overlooked? Also any other necron players have any expirences with drop pod armies?

Last game I played was 3 pods(melta troop heavy) HQ was hestan, a storm talon, a vendetta and 2 chimeras (full or plasma and melta).

Any advice is welcome, for now I'm just going to refuse to play them because to me, I can't do anything but waste a hour watching all my units die.


   
Made in gb
Rough Rider with Boomstick





Norfolk-England

Dont forget the Ironclad dude I have an Ironclad

   
Made in us
Regular Dakkanaut




Switch to Immortals. Point for point, Immortals are some of the best Troops in the entire game. Think of Immortals like a standard marine that gave up its marginal assault capability to have a better gun, feel no pain, and a cheaper cost (17 pts per).

Secondly, don't use destroyers. They suck.

Third, put your troops in something to protect them, either a Ghost Ark or a Night Scythe.

Here's a sample 1500 list:

5x Warriors with Solartek and Pulse

10x Immortals in Night Scythe

10x Immortals in Night Scythe

Doom Scythe

Doom Scythe

Overlord w/Warscythe on Command Barge

Destroyer Lord with MSS and SW attached to 4 Canoptek Wraiths

1490 points.

This gives a unit to hang in the back and take objectives (the warriors). It gives you a single pulse to protect you for one round of shooting. It gives you a giant beatstick (the DLord) with a protective squad to carry him to where he needs to be (the wraiths). You have two large, mobile scoring units that you can place directly in rapid fire range (Immortals). You also have a ton of shooting, flying firepower (Night Scythes, Doom Scythes). Finally, you have an Overlord on a command barge that will absolutely wreck vehicles and potentially can ruin some poor infantry squad's day.



This message was edited 2 times. Last update was at 2012/09/18 19:11:08


 
   
Made in gb
Fresh-Faced New User




MadmanMSU wrote:
Switch to Immortals. Point for point, Immortals are some of the best Troops in the entire game.

Secondly, don't use destroyers. They suck.

Third, put your troops in something to protect them, either a Ghost Ark or a Night Scythe.

Here's a sample 1500 list:

5x Warriors with Solartek and Pulse

10x Immortals in Night Scythe

10x Immortals in Night Scythe

Doom Scythe

Doom Scythe

Overlord w/Warscythe on Command Barge

Destroyer Lord with MSS and SW attached to 4 Canoptek Wraiths

1490 points.

This gives a unit to hang in the back and take objectives (the warriors). It gives you a single pulse to protect you for one round of shooting. It gives you a giant beatstick (the DLord) with a protective squad to carry him to where he needs to be (the wraiths). You have two large, mobile scoring units that you can place directly in rapid fire range (Immortals). You also have a ton of shooting, flying firepower (Night Scythes, Doom Scythes). Finally, you have an Overlord on a command barge that will absolutely wreck vehicles and potentially can ruin some poor infantry squad's day.


Interesting, I was thinking about switching to immortals, going to destroy my wallet.

One thing I'm confused about is the doom scythes, you're paying 75pts more for one ST 10 AP 1 hit. (things under the line)
I've personally not seen any use in them. Also it sucks that tesla destructors are AP -


Night scythes make sense I think I'd rather have 15 immortals in them personally.

I was not expecting a response to be so heavy on flyers, but honestly I don't know much about the online scene and have only the experiences from my club hahaha!!
Thanks for the suggestion!! I appreciate it
   
Made in us
Regular Dakkanaut




The first thing you have to understand is that the basic tenet of a Necron army is volume of shooting. Not all Necron lists run with this philosophy, but most do. Essentially, you're playing the odds against your opponent....throw so many bullets at them that it doesn't matter what armor save or cover save they have, eventually they will fail their saves.

Doom Scythes are totally over-powered. Honestly, once you get used to using them your friends might stop playing games against you and start complaining, they're that good. I've had plenty of games where that STR10 AP1 line took out 7 marines in one go....and that's in ADDITION to the 4 TL Tesla Destructor shots!!!

   
Made in gb
Fresh-Faced New User




I just realized you can only have squads of 10 immortals, my bad.

I Don't doubt you at all, I've only used my scythe a few times and alone it was not worht the points.
The real trouble is not knowing what all the up and coming 6th edition codexs will have with skyfire.


To make the additions(1 doom, 2 night and 15 immortals) It's going to cost £144... ouch.

   
Made in us
Regular Dakkanaut




Kikojui wrote:
To make the additions(1 doom, 2 night and 15 immortals) It's going to cost £144... ouch.


No one said this hobby would be cheap
   
Made in us
Regular Dakkanaut




My most successful Necron lists at the 1500 and 1750 levels have had squads of 20 warriors with Res Lord and a Ghost Ark backing them up. A blob of 20 warriors is just about unkillable when half of them get back up each phase and 1 - 3 are recreated by the Ghost Ark every turn. I assaulted into a squad of Assault Marines and took them down with the warriors even, granted I did have a Warscythe on my Lord that time.

I have also had good luck with Immotekh in assaults, since I challenge with him and get a few extra "wounds" for the assault results, keeping the warriors in the fight the first assault and then enough get up to give me the upper hand next assault phase.

If your issue is with drop pods, is it that they drop in assault range and you have to many of them to shoot before they assault the next turn? If that's the case, then alter your deployment to minimize the number of pods that can drop near you. For example, deploy in one corner of your deployment zone, with your front ranks spread out enough to only have a few hit by blase / flame templates. Make him have to drop his pods farther away or risk going off the board (drop pods can mishap, they just don't do it because of impassable terrain or enemy models, off the table is a mishap). Once you have limited to only 1 or 2 drop pods near you, thin out those 2 squads that are close to you with shooting and assault them with a blob of 20. If you are going first, even better, spread yourself out so there isn't a safe place to drop a pod on one of your flanks and limit him to 1 pod near you, which you should easily be able to kill in one round.

Also, remember that a drop pod in difficult terrain has to take a DTT, and so do the guys inside since they have landed in difficult terrain via deep strike. Make him lose a few models due to dangerous terrain and kill the rest with 40 rapid fire gauss shots.

Melta is nothing to Necron Warriors, it's just one guy down per hit, and he can come back. Rapid fire is much worse, because more guys die. Put your blob of 20 in front of your Ghost Ark, and give it a cover save against the melta (and also keep the melta more than 6" away from the Ark.) Make sure you keep your Ghost Arks close to as many warrior blobs as you can, even if you have to stretch out a blob of 20 with a "conga line", that way you can have all the Ghost Arks choose to replenish 1 squad that took a bunch of hits or didn't roll RP well.

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Made in gb
Fresh-Faced New User




I lost a squad of 20 in the opening turn, two pods dropped right in front of my block (deployed so that they had that only option) A dreadnaught and hestans tactical squad emerged, a TL heavy flamer from the dreadnaught and a heavy flamer from hestan aided with bolt guns downed my front 20 warriors (don't get to res since they are all floored).
This left my destroyers open to attacks, in my turn I had to try and deal with what was all in front of me, so I rapid fired the Dreadnaught, it died.
I rapid fired the tactial squad and hestan, and killed 2 marines.

Fired all the destroyers 2 died out right but hestan wast he next closet and 5 wounds went to him, which he saved.

Next turn another pod dropped in front making a line, more troops emerged and I lost all he destroyers... at this point there is not much left to do, vendetta and talon where in range, chimeras waiting with flamers to go in. you can imagine the rest.

took 40 warriors rapid firing to down hestan... :/ (I admit my rolls where not great)
   
Made in gb
Hellion Hitting and Running




You might get a lot of hates throwing that many flyers in.

Deathrays are auto-hit, on a flyer, that can move 36", and can hit things behind it, that's why they're the best. Nothing in this game can do that many auto-hit S10 AP1 wounds, and possibly damaging multiple units with one shot. You can also park it relatively close to your opponent's units, in the comfort of knowing not many will managed to skyfire at you!

Personally, I'll consider MSU tactic, your massive warriors blobs aren't scary in melee, they get murdered or tied up easily by any assault unit in this game, if I was playing a drop pod army against you, I wouldn't think twice before just dropping my entire army into your side. If you field them as, say(for example's sake) 5-men blobs, if they get assaulted, they'd still lose, but now the other 55 of them are free to fire at that assault unit on the next turn as he can't consolidate into another combat. Also it allows for more divided shootings from you, if you managed to get lucky and wreck the drop pods or tank or whatever with your 5 gauss flayers, the other warriors can then fire at something else, whereas your current setup would mean the other 15 gauss flayers are wasted.

Another thing is, consider counter-assault, and/or take that d-lord wraiths combo MadmanMSU suggested, you want your opponent to think twice before just dropping assaults on you as you can now threaten his assault units with your own. Or scarabs, they can tie up a lot of things, and they cost nothing!

Be more diversed in your tactic, throw in some despairteks + 5 deathmarks combo for example, deep strike them behind the enemy's line, they're deadly for the marked target, your enemy will now have to pick between defending that unit, killing the deathmarks or try to move away from them. Either way, you have now returned the favour, you have made your opponent rethink his tactic based on your action, instead of just you being forced to adjust to his drop pods.

Annihilation barge is great for its price(money or points), and they're not flyer, so it's a bit more friendly than a flyer spam.

 
   
Made in us
Swift Swooping Hawk





Massachusetts

C'Tan with Lord of Fire & Sentient Singularity with a couple crypteks with ether crystals should help.

It is tough to give advice, because a lot of what is happening isnt necessary due to your army selection as much as deployment and terrain deployment. you get to place terrain so you can make it so deep striking isn't easy, I know drop pods are safe, but you can still force them out of range by deploying a little more spread out and using big pieces of terrain.

In general spreading out tactically is great because then he wont be able to drop everything clustered together and use his crossfiring to kill so much stuff.

Hope this helps.

"What we do in life, echoes in eternity" - Maximus Meridius

Check out Veterans of the Long War Podcast -
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Made in ca
Depraved Slaanesh Chaos Lord





If you use the Character Cryptek (wow I can't remembe rhis name... need caffeine) that makes everything difficult on the first turn, with a C'Tan that makes all difficult terrain dangerous, then your opponent is going to have a lot of problems landing half his drop pods on turn 1.

But joking aside, the Night Scythe is the single best transport in 40k right now, and the Doom Scythe is just disgustingly overpowered at the moment.
   
Made in ca
Bane Lord Tartar Sauce




Kikojui wrote:


3 squads of 20 warriors.
2 lords with res orbs in he flanking squads.
5 destroyers with a destroyer lord (semi weave and res orb)
2 heavy destroyers with Szeras



Just as a small note, if that is your exact list, it's illegal. In order to take Lords, you need a Royal Court, which are only provided by Overlords or Overlord Special Characters. Neither the Destroyer Lord of Szeras unlock the court.
   
Made in gb
Fresh-Faced New User






Just as a small note, if that is your exact list, it's illegal. In order to take Lords, you need a Royal Court, which are only provided by Overlords or Overlord Special Characters. Neither the Destroyer Lord of Szeras unlock the court.


You're massively correct, for some reason I thought a destroyer lord could have a court, but you're correct, I apologized to the person I was playing.
Thank you for pointing that out
   
Made in us
Longtime Dakkanaut




The thing with blobs is, you have to fully commit to them. 20 guys with just a standard Lord isn't going to scare anyone (in assault), however 20 Guys with a Phaeroned Overlord (w/Res Orb/Mindshackle,/Warsctythe/Semp Weave) and either a standard lord(WS/MSS) or a Cryptek with some CC buffing abilities (Gaze of Flame, Lightning, d3" less assault distance thingy) is much more respectable. Also, back it up with a Ghost Arc. Now your cooking with Crisco. The Overlord gives you some strong 2+ wounds to soak up some bullets and keep you from getting wiped, and the Phaeron makes the 40 rapid fire shots plus the 40 CC attacks on the charge (minus higher I casualties) a vartiable force in CC, plus of course a handful of Warscythe attacks and some MSS action. If you want to get real cute attach Szeras to this unit. 20 Phaeroned S5 or T5 or BS 5 Warriors with a Res Orb, a couple of Warscythes/MSS, and Gaze of Flame is pretty legit. Expensive, but incredibly difficult to take down, shooting, CC or otherwise.


I'm a bit surprised a couple of heavy flamers had the impact that they did. If that is a reoccurring issue, one much your deploying in such a way that your opponent will be severely limited on template hits (ie, spread out), and two, you can always screen your Warrior blob with some Immortals/Lychguard/Wraiths or something else that doesn't fear the AP 4 hits.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Ok...Don't put the Destroyer lord with the destroyers. D. Lords are CC beasts, destroyers are shooty.
Instead, use the D. Lord in conjunction with wraiths. Drop the second squad of destroyers and add 2 normal ones to the heavy destroyers, to provide as meat shields and defensive fire.

If you are using that many warriors, you might as well get a ghost ark. And drop Szeras. He's probably the most useless IC in the codex.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in gb
Fresh-Faced New User




Some vaild points, more so with the DL put with shooters (he was there so that the destroyers, who are my main damaging unit could get res orb bonuses, and provide a CC deterant).
Destroyers are totally undervalued, 2 shots AP3 means NO armour save from pesky SM which in all my countless wars have been a blight on my shooting.

SM players soon break a sweat when 5-6 marines are instant killed per volly. from 5 destroyers.

I suppose this thread has got a little side tracked, I'm not trying to build a pure Anti drop pod list, I'm trying to make a list that is balenced against all armies, but when I do, Drop pods just mess things up, other wise I'd use my deathmarks with despair tecks, Lychguard, C'tan shard etc.

If a player is experienced (the guy with the pod army has 15 years exp) and uses an army like he did, its very hard for any necron player to stand a chance.

Necron suck at CC and shooting down flyers (yes you can TRY drowning them in rapid fire gauss, but more often nothing happens).


I'm basically saying, unless you make a list anti drop pod, it's very hard to make a list thats balanced and can even slightly cope with dreadnoughts, assault squads and flamers dropping on you. with vendettas, talons and chimeras with flamers closing in on you.

   
Made in us
Discriminating Deathmark Assassin






Dlord (MSS/SW/WS) + 6 wraiths (2-3 whips/3-4 pistols) = cc love

About the only unit I avoid with these guys are termies with ss/th (unless they are below 5 in which case it's feeding time). I've had more people get upset over all the little tricks these guys have. You'll hear things like "What do you mean my HQ is now going to beat himself on the head 3 times and not hit back?" or "Are you sure the warscythe is a S7 AP1 weapon that doesn't go off at I1?" and my personal favorite "You can't get to my unit - there's all of this difficult terrain between us. What's this wraithflight stuff???" and then there's the "3+? That's your armor save right? Because I have all power weapons in this unit". Not to mention "what do you mean I go last? You're I2 for crying out load!"

Like I said, you play these guys you should expect to get a lot of hate mail your way - even if you lose the game.


Automatically Appended Next Post:
I think it's being covered already but:

1. Spread out as much as possible to survive the initial shots from the drop podding flamers. And by spreading out I mean try forming some semblance of a circle with the full 2" separation between dudes. Try flaming that!
2. If you're going to run blobs of 10 or more warriors make sure you have a decked out lord or overlord in there: MSS/SW/WS/Orb/Phaeron. If it's an overlord keep in a position to soak up shots and be first in for the assault. If it's a RC lord bury him a little as he has only one wound and you really need the orb.
3. Drop the destroyers for wraiths: at least 5 and attach the DLord
4. Include one Doom Scythe. The death ray/tesla destructor is useful for thinning out termies before the wraiths assault
5. Include two Night Scythes. Useful for getting troops to objectives fast, good at taking out troops on the ground, good at taking out fellow flyers
6. Don't ignore the drop pods completely as they are easy KPs for the DLord or gauss shooting.

Don't know if you can get all of that into a 1500 point list but I'd try...

As to flyers I really think you need three standard. A lot of people are carrying one thing that's dedicated to shooting down flyers when they show up. Which means you'll loose one flyer (quad gun has not been nice to me) leaving you with two to try and take out the gun which is usually what it takes. Just my opinion - may not make as much sense at 1500...

This message was edited 2 times. Last update was at 2012/09/19 13:18:24


 
   
Made in us
Regular Dakkanaut




Kikojui wrote:
I'm basically saying, unless you make a list anti drop pod, it's very hard to make a list thats balanced and can even slightly cope with dreadnoughts, assault squads and flamers dropping on you. with vendettas, talons and chimeras with flamers closing in on you.


Look, I'm going to give this to you straight. I don't mean to be offensive when I say this, but...you're going to lose every game with this mentality. This is what they call a "self fulfilling prophecy"...you think it's impossible to stop a drop pod list with a TAC list. But it's not.

Step 1: If you use warriors, put them in a transport. Don't want to use flyers? Fine, use a Ghost Ark. There are plenty of examples out there of how effective an AV13 Necron Wall list can be. Google it.

Step 2: If you must use unprotected foot, use Immortals. A heavy flamer (AP 4) cannot pierce their 3+ armor. And their guns are better.

Step 3: Stop using destroyers. No, they're not the worst unit in the game. Yes, they're very good at killing marines. But that doesn't mean that they are cost effective. The points cost and risk-to-reward ratio is WAY too high.

Step 4: Stop using Szeras.

Step 5: Res Orbs are rarely worth it. I'm not going to go into a full analysis of why, but for 90% of situations it's almost always better to just buy more troops with the points.

Final point of advice: If you're this concerned about taking on some players with 15+ years of experience, and your current list is not working for you, I would suggest trying out some lists that are known to work well and getting used to playing Necrons first before branching out into list types that are not conducive to the current metagame.





   
Made in gb
Fresh-Faced New User




MadmanMSU wrote:
Kikojui wrote:
I'm basically saying, unless you make a list anti drop pod, it's very hard to make a list thats balanced and can even slightly cope with dreadnoughts, assault squads and flamers dropping on you. with vendettas, talons and chimeras with flamers closing in on you.


Look, I'm going to give this to you straight. I don't mean to be offensive when I say this, but...you're going to lose every game with this mentality. This is what they call a "self fulfilling prophecy"...you think it's impossible to stop a drop pod list with a TAC list. But it's not.

Step 1: If you use warriors, put them in a transport. Don't want to use flyers? Fine, use a Ghost Ark. There are plenty of examples out there of how effective an AV13 Necron Wall list can be. Google it.

Step 2: If you must use unprotected foot, use Immortals. A heavy flamer (AP 4) cannot pierce their 3+ armor. And their guns are better.

Step 3: Stop using destroyers. No, they're not the worst unit in the game. Yes, they're very good at killing marines. But that doesn't mean that they are cost effective. The points cost and risk-to-reward ratio is WAY too high.

Step 4: Stop using Szeras.

Step 5: Res Orbs are rarely worth it. I'm not going to go into a full analysis of why, but for 90% of situations it's almost always better to just buy more troops with the points.

Final point of advice: If you're this concerned about taking on some players with 15+ years of experience, and your current list is not working for you, I would suggest trying out some lists that are known to work well and getting used to playing Necrons first before branching out into list types that are not conducive to the current metagame.






No offense taken, I only lose to drop pod armies, hence this post, I'm not worried by all other army formats.

Answer to step 1:
The reason I don't use transports (and I have them, and have used them) is that in my personal expirece they drop easy, I want to engage the enemy at mid range and fire a ton of gauss, not the 5 on ach side of a ghost ark (yes they repair, yes you have to side strafe to it anything, and yes they provide cover) but for the points I'd rather use a Night scythe a million times over.

Answer to step 2:
As I've mentioned in a previous post I'm planning on switching to immortals.

Answer to step 3:
In all the necron codex I've used all except the stalker, and honestly, it might be the way I use them because I'm NOT attached to the metagame, they work great for me!! Fast enough to stay out of a terminator squad and pull and shoot them, I think the problem is on paper they don't stack up, and a lot of people don't try them as a result. it's not about theory in some units cases, its about feild testing and determing what works for your play style.

Answer to step 4:
Yes, he is not a great unit, I was experimenting with him because as I stated in the above answer, I'm not into theory 40k. Agreed however, for 100 points the HQ brings little ot the table, a better use of those 100 points would be a night scythe.

Answer to step 5:
Res Orbs... are massively worth it, I've run lists with and without them, and in the smaller points brackets (750, 1000, 1500) they are more needed than ever!!

Response to last bit:
I'm not a fan of list copying, I'd rather do the experimenting, analysis and refining of my own, its most of the fun.

I appreciate your reply.


I'd be interested in hearing about how some of you fellow necron players did vs a drop pod army so I can hear how you dealt with it (normal lists or tournament builds, not specific anti-pod lists) Ideally under 2000 points.



   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

I've played heavily with my crons against drop-pod marines and there are some effective strategies to deal with them.

First is a unit of sword and board lychguard with either a character like an overlord or obyron attached or a supped up lord in the very least. Marines in drop pods, whether sternguard or tactical, will melt to this unit. Due to the reflection ability of the lychguard the squad's likley melta/plasma/rockets/etc. are easily hit right back at them or they have to ignore the lychguard for that turn making your job easier. While lychguard are a pretty ''meh' unit overall; in the counter-attack roll against aggressive armies like pod marines they are the perfect counter.

The next issue are deepstriking terminators (only Black Templars can pod them). While the TH/SS variety are tough they have to sit in the open for a turn. A great combo to bring them down is a stalker who can twin-link shot against the unit. Whether you are mass firing gauss or dropping a doomsday arc template you have a solid chance of causing some serious damage. However, my personal cheaper preference is a unit of 5 destruction crypteks which only clocks in at 175 and are the perfect anti-teq unit. A final option is a suicide C'tan as you rush it in, expect it to get flattened and take a few of the termies with him when he explodes, though this can be quite cost prohibitive. It works however since again, like lychguard, the C'tan is slow but perfect in the counter-assault roll.

Good luck!

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in gb
Fresh-Faced New User




Thanks, that is a really useful response.

I've got shield lychguard sitting in front of me, Its a good plan, send back the meltas will make them less likely to take the risk to use them.
Shield lychguard, with a lightning field tek and obyron would be a great counter offensive, if they say feth shooting them, I'll charge, hen so be it, if they don't they get charged back.

I'll field test this, only issue is the 420 points it would cost... but I guess the field tests will yield something, on paper, its not great, would fit in ok in 2000+ pts list.

   
Made in us
Regular Dakkanaut




Kikojui wrote:
I'd be interested in hearing about how some of you fellow necron players did vs a drop pod army so I can hear how you dealt with it (normal lists or tournament builds, not specific anti-pod lists) Ideally under 2000 points.


I usually play at 1850. I don't have a solid "every game list", but here's an example of the basis for most of my armies.

1685 Pts

5x Warriors
1x Chronotek
Aegis Defense Line
Icarus Lascannon

10x Immortals
Night Scythe

10x Immortals
Night Scythe

Annihilation Barge
Doom Scythe
Doom Scythe

Overlord with WS on Command Barge

DLord with MSS/SW
5x Canoptek Wraiths

Warriors sit behind the Aegis on/around/near the objective. Chronotek mans the lascannon.

Anni Barge and Command Barge set up behind the Aegis for the 4+ cover save in case I don’t go first. Wraiths and DLord set up as far forward as possible, because Wraiths just don’t give a crap with a 3++.

Everything else is in reserve.

Turn 1: Assuming I don’t go first, enemy drops on/around/near my position. Lascannon uses interceptor to take out something (usually a dread). Pretty good odds of success with the reroll working in your favor. Most common response I’ve gotten to a Chronotek manned Icarus Lascannon is “Are you serious?! They can do that?” Yes, they can reroll a dice every phase for whatever they want.

Enemy shoots at Wraiths. Wraiths scare the crap out of people, I’ve played many games where the first turn, their entire army shoots at the Wraiths. On the off chance they don’t, the warriors and barges all have a 4++.

On my turn, I move wraiths up and/or assault whatever landed. Command Barge takes out something with his WS and Anni Barge wrecks face.

Turn 2: Usually, they’re still struggling to stop/deter the wraiths from moving forward. Occasionally, they might target the Anni Barge or Command Barge. Sometimes, usually against Tyranid players, they will have a few units putting pressure on the Aegis Lines.

However, my turn 2 is when things start kicking into high gear. Both Doom Scythes come in and target whatever is the highest on the priority list. Night Scythes move forward and deploy if necessary, otherwise they shoot vehicles.


This message was edited 3 times. Last update was at 2012/09/19 14:43:56


 
   
Made in us
Swift Swooping Hawk





Massachusetts

MadmanMSU wrote:

I usually play at 1850. I don't have a solid "every game list", but here's an example of the basis for most of my armies.

1705 Pts

5x Warriors
1x Chronotek
Aegis Defense Line
Icarus Lascannon
Comms Relay

10x Immortals
Night Scythe

10x Immortals
Night Scythe

Annihilation Barge
Doom Scythe
Doom Scythe

Overlord with WS on Command Barge

DLord with MSS/SW
5x Canoptek Wraiths

Warriors sit behind the Aegis on/around/near the objective. Chronotek mans the lascannon.

Anni Barge and Command Barge set up behind the Aegis for the 4+ cover save in case I don’t go first. Wraiths and DLord set up as far forward as possible, because Wraiths just don’t give a crap with a 3++.

Everything else is in reserve.

Turn 1: Assuming I don’t go first, enemy drops on/around/near my position. Lascannon uses interceptor to take out something (usually a dread). Pretty good odds of success with the reroll working in your favor. Most common response I’ve gotten to a Chronotek manned Icarus Lascannon is “Are you serious?! They can do that?” Yes, they can reroll a dice every phase for whatever they want.

Enemy shoots at Wraiths. Wraiths scare the crap out of people, I’ve played many games where the first turn, their entire army shoots at the Wraiths. On the off chance they don’t, the warriors and barges all have a 4++.

On my turn, I move wraiths up and/or assault whatever landed. Command Barge takes out something with his WS and Anni Barge wrecks face.

Turn 2: Usually, they’re still struggling to stop/deter the wraiths from moving forward. Occasionally, they might target the Anni Barge or Command Barge. Sometimes, usually against Tyranid players, they will have a few units putting pressure on the Aegis Lines.

However, my turn 2 is when things start kicking into high gear. With a comms relay, all my flyers arrive on a re-rollable 3+. Both Doom Scythes come in and target whatever is the highest on the priority list. Night Scythes move forward and deploy if necessary, otherwise they shoot vehicles.




Sorry to be the bearer of bad news, but... your list is illegal. You cannot have both an Icarus Lascannon AND the Comms Relay. It says - "Add one of the following:" - So either the Icarus lascannon or the comms link.

This message was edited 1 time. Last update was at 2012/09/19 14:31:26


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Made in us
Regular Dakkanaut




Gangrel767 wrote:
Sorry to be the bearer of bad news, but... your list is illegal. You cannot have both an Icarus Lascannon AND the Comms Relay. It says - "Add one of the following:" - So either the Icarus lascannon or the comms link.


Huh....I read it to mean you could take one of each (I.E. take one quad, one comms, one lascannon, etc.)

Oh well, get rid of the comms relay then. Learn something new every day.
   
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Fresh-Faced New User




Seems like a solid list! it works well for you're play style, what options do crons have for dealing with heavy flyers like the vendetta (Except the flyers)?

For me, I've had bad luck with my wraiths, they seem to go down very fast, but at my club people seem to be addicted to meltas / plasma / las cannons.
Snap shot fired plasma have downed 2 wraiths on the charge. :(

I was thinking about the chronotek the other day (used to use him with immotek for night fighting before it got nerfed), I suppose it can re-roll a HQ's Reanimation roll if its attached to the same unit.

Here we play in categories of 750-1000-1500-1750-2000 (higher if anyone has the points)
   
Made in us
Regular Dakkanaut




Kikojui wrote:
Seems like a solid list! it works well for you're play style, what options do crons have for dealing with heavy flyers like the vendetta (Except the flyers)?


Well....the icarus lascannon with chronotek works well. Annihilation Barges with underslung Tesla work well too, since every 6 they get is 3 hits instead of one.

I suppose a Ghost Ark with 5 or 6 Stormteks could work....with 4 shots each, you're going to get enough 6s to wreck a flyer.

Your blobs should work though. Mass gauss fire is doable, though not the best choice.
   
Made in us
Discriminating Deathmark Assassin






Oh my God - I love how you made the lascannon twin linked! Gotta try that one.
   
Made in us
Shadowy Grot Kommittee Memba






The way I deal with drop pods is relatively simple.

Step 1: Deploy blobs/vehicles just far enough from your edge that a drop pod can't fit. Point out that you're doing it that way so your opponent won't try to fit them there. Space out your flanks enough that a drop on either end will be pretty inedfective.

Step 2: Deploy maxed out unit of wraiths and a DL in front of them, leaving a gap too small for a drop pod in between. Spread em out single file, 2 inches apart and let the wraiths' invul saves eat the flamers. The spacing should keep the melted out of melta range at least.

Step 3: assault with the remaining wraiths, and march the crypteks you kitted out with those lovely ap2 flamers up and give those remaining pod squads a taste of their own medicine.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Regular Dakkanaut




necron99 wrote:
Oh my God - I love how you made the lascannon twin linked! Gotta try that one.


It's better than twin-linked...you can also re-roll the armor pen or damage table if you don't burn it on the To Hit roll.
   
 
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