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Made in gb
Wicked Canoptek Wraith






[img]1stly, is there a way i can delete a previous thread?

Anyways. Had some feedback and i have revised my 1500 list for necrons.

Hq
Destroyer lord with weave, mind scarabs, tachyon arrow

Troops
12x warriors
12x warriors
5x warriors with Ghost Ark
5x warriors with Ghost Ark

Fast Attack
6x wraiths with 6 coils
6x Scarabs
6x Scarabs

Heavy Support
2x Annihilation Barges

Destroyer Lord will head up the board with wraiths / scarabs to shield off hits. Depends on whether my friend brings a lot of vehicles or not. If he does then the destroyer lord can go with a set of scarabs.

Any feedback is appreciated,

This message was edited 1 time. Last update was at 2014/01/01 20:31:34


Planet 40k
 
   
Made in gb
Regular Dakkanaut




This list looks like it will be a lot of fun to play and makes a refreshing change to the flier spam necrons usually put out.

Seems fairly balanced, my only suggestion would be to have fun testing it and see what you think needs changing. Not 100 prevent sold on the barges tbh. I still carry a bit of a candle for the monolith though so I probably can't be trusted

 
   
Made in gb
Prophetic Blood Angel Librarian




I disagree - Barges are THE best thing in the dex for their points. Plus if you have no scythes you need them for AA. Check a few pages back in the tactics section - someone asked about ABs the response was overwhelmingly positive in the ABs favour. They are game winners for me.
In fact I would say drop the arrow on your D Lord (30pts off the top of my head), drop 4 scarab bases and get another barge!
   
Made in gb
Wicked Canoptek Wraith






George L. wrote:
This list looks like it will be a lot of fun to play and makes a refreshing change to the flier spam necrons usually put out.

Seems fairly balanced, my only suggestion would be to have fun testing it and see what you think needs changing. Not 100 prevent sold on the barges tbh. I still carry a bit of a candle for the monolith though so I probably can't be trusted


Lol. Thanks for that. Monoliths look awesome but from all the youtube videos ive seem, they seem to not do much for the points cost?

Planet 40k
 
   
Made in gb
Prophetic Blood Angel Librarian




Here found it. Check this out (took me so long cos I was looking in the wrong forum!)
http://www.dakkadakka.com/dakkaforum/posts/list/569002.page
   
Made in us
Slippery Scout Biker




AZ

This is a wonderful tac list, and should serve you well for everything short of a competitive tournament.

"Use what talent you poses, the woods would be very silent if no birds sang except those that sang best." - Henry Van Dyke

Iron Aquilae 3,500 points 
   
Made in gb
Wicked Canoptek Wraith






Thanks for that


Automatically Appended Next Post:
Poly. Im finding it hard to take out those scarabs. Will anything else be able to handle av13-14 tanks?




Automatically Appended Next Post:
Just had a quick calculation..

I have 8 points spare anyway.

Could remove the arrow, and remove 4 warriors?

This message was edited 2 times. Last update was at 2013/12/31 12:48:07


Planet 40k
 
   
Made in gb
Prophetic Blood Angel Librarian




Your warriors can deal with av13/14 with their gauss. 12 rapid firing warriors will hit 16 times which will result in just under 3 glances on average.
Anni barges can glance av13 to death if you have 3 of them, between them they will get ~ 15hits with the destructor, which is 2 and a half hps down.
Don't get me wrong - I love scarabs and they are my 3rd favourite unit in the dex after the anni barge and stormtek, but I find it best to use them in units of three. Each unit is 45pts, your opponent has to dedicate far more points than this to destroy the unit (so they are ideal distraction units). If your opponent is stupid enough to ignore them they will devestate his/her mech! Also perform the role of speedbumps against assault orianted armies verywell, where anymore than 3 becomes wasted points.


Automatically Appended Next Post:
Yeh dropping the arrow and warriors is a better shout imo.

This message was edited 1 time. Last update was at 2013/12/31 12:55:05


 
   
Made in us
Dakka Veteran




So long time necron player, newer to dakka.

A-barges are the best heavy support option for the points if you don't want to take flyer spam(it's a winning list but if find it incredibly boring) and you don't include forgeworld. Sentry pylons (in any variety) are destructive and with tough 7 on a skysheild they are pretty well protected they can also have it will not die. But I digress, if you're going to bring scarabs please bring at least 1 group of 3 spiders, the will help replenish losses or in general just generate points(which is what necrons need to be doing). Each base is 15 points so that means each spider squad can generate 45 points per turn, if they survive for 5 turns that's an extra 225 points worth of scarabs aka more points than the spiders were worth in the first place, and that's assuming the never fight anything. So my advise is do away with the scarabs though or start trying to spam them, not many people bring vehicle spam so the scarabs in my army have trouble finding a juicy target. Also combine the two 12 warriors into 1 20 man group and consolidate the rest of the warriors. Again it's a question of points generation(or regeneration) 20 warriors is almost unkillable spare assualt, people just can't do enough wounds(I find the limit around 15 that get through) that leaves 15 reanimation protocols(hopefully you brought a res orb) so 7 of the should get back up and if you can squeez in the two ghost archs that will be another 4 so 11 x 13 = 143 in 1 turn. With all this gauss again I don't know what you want those scarabs doing other than tarpit somebody. Bring 3 a barges if you can or bring a unit of spiders, drop one or both of the units of scarabs, consolidate the warriors and either add you should have a more competitive list without devolving into flyer spam.
   
Made in gb
Wicked Canoptek Wraith






Ok so i think im gonna run with 8 scarabs and add a 3rd barge.

Im sorta going for a smash and grab with my wraiths/dlord/scarabs then followed up by the 3 annihalaters from the go so dont wana have to wait on spyders spawning. So think illleave them out.

I have no orb with my warriors. Is it worth removing some to get a lord in there?

Planet 40k
 
   
Made in us
Xeno-Hating Inquisitorial Excruciator





NJ, USA

As a non Necron player, I would answer that thusly: my least favorite part about Necron opponents is them getting back up, particularly when I have nearly but not quite taken out a unit.

For the greater glory of the Zoat Empire!


 
   
Made in us
Dakka Veteran




I mean it depends what you're going for honestly. If you really want to keep the destroyer lord AND the scarabs then you don't really need the res orb because to take one would be too many more points for your list. Here is my cost analysis breakdown(which I do every time I'm making a decision regarding list making) You can still re animate on a 5+ and you will still have the two ghost archs, so in that 20 man squad taking 15 casualties example you would have 5 get back up and then generate another 4 giving you a total of 9 x 13 = 117, you only loose 26 points there and a res orb is 30 plus the Lord/Overload to carry it. So no it's not worth it. I would however still recommend you reconsider taking the squad of scarabs and the wraiths with destroyer lord. A destroyer lord has a warsythe which is more than enough anti tank(strength 7 armorbane) plus wraiths have rending which makes them capable can openers in their own regard, that and all the gauss you have with your warriors makes the scarabs a little useless. A good player will either hit them with blasts that are s6 or better, giving double wounds and instant kill or just ignore them and wait to tarpit with one of their units.

Also I would take off 3 of your 6 whip coils, here is my reasoning for that. If you have them and the destroyer lord he can tank with 2+ until you need to get an invuln which he can look out sir to one of the wraiths without whip coils, you can also get them to take the strength 8 or better shots which will cause instant death. Generally speaking you will loose 2-3 wraiths before you can get into melee and you only gain the benifit of whip coils when you are "in base to base contact" so the wraiths in the back line can't even utilize their whip coils if they are alive generally. With some clever shuffling you can get all the benifits of whip coils with a 30 point reduced cost.


Automatically Appended Next Post:
A side note...Really if you could just take a lord I would say it could be worth it but because a destroyer lord can't take a royal court It means you'd have to really rework your list to find the points.

This message was edited 1 time. Last update was at 2013/12/31 19:56:59


 
   
Made in gb
Wicked Canoptek Wraith






I get what your saying about the wraiths being enough for the av13s but id rather them going toe to toe with the best squads. Terms etc especially with those whip coils.

Planet 40k
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Carl4t7 wrote:
I get what your saying about the wraiths being enough for the av13s but id rather them going toe to toe with the best squads. Terms etc especially with those whip coils.

Well, whip coils are not a must-have since models that hurt Wraiths most are initiative 1 anyway, like most of the Termies.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in jp
Proud Triarch Praetorian





Epartalis wrote:
A good player will either hit them with blasts that are s6 or better, giving double wounds and instant kill
Didn't they FAQ that a while back?
(it's no longer both. It's either instant death OR double wounds... though, I can't remember which).

Regardless, yes,
3 Annihilation Barges
6 Wraiths w/ 3 Whip coils, lead by a Destroyer Lord w/ MSS and Weave
These are going to be the biggest threats in your list.

As far as anti-AV goes,
It's usually best not to rely on Gauss to strip hull points, but without N.Scythes you need some way to get your guys onto objectives, meaning G.Arks (and massed Warriors love a Ghost Ark). Agree that one large block flanked by two Arks is better than two smaller blocks.
Scarabs, as outlined above, are still pretty versatile. Fast, easily hidden, put out a ton of attacks. Entropic Strike is only icing on the cake (though, it's particularly useful if you end up facing a Riptide).

 
   
 
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