xStuuy wrote:The Necron Warriors in Dark Harvest must be taken in groups of 10.. you may need to change it up to reflect that!
Dark Harvest is Allied so it does not require the 10 man Necron Warriors, the Flayed ones count as it's Troop allotment for Allies.
The Allies from Dark Harvest are
Destroyer Lord
Troops
Flayed ones
Fast Attack
Wraiths
Heavy support
Annihilation Barge
Can you describe how the army functions? I have not seen it in action.
It pretty much functions like any other normal Wraithstar, the added bonus is that you by turn two can have if rolling correctly a Conga Line with the Scarabs. With 6 Monstrous Creatures and with the fact Flayed ones can actually present a real threat it makes it so that you can Infiltrate. The best way to described flayed ones is that as troops they have Infiltrate which confers OUTFLANK.
Basically every thing in the army is a threat. If you don't do something about the Conga line your going to get tarpitted. If you don't do something about the Wraiths their going to wreck shop. If you don't do something about the Spyders their going to keep pumping out Scarabs.
Splitting the board with conga lined Scarabs is pretty great. It's a area denial that has to be dealt with unless you have tons of templates and then by turn two you've "gained" a full new unit if you roll well.
It's just to much to deal with generally because Taudar or Beaststar get's tied up in combat it can use hit and run but then well what's it going to charge? Generally what happens is a multi charge with Scarabs and Spyders ( if I roll well). I keep the Scarabs and Spyders together pretty much and just go for the center of the board or just turn "off" one side of the table with a conga line.
Annihilation Barges are great at getting rid of and grounding fliers.
Daemonstar doesn't have access to hit and run.
Serpent Spam gets taken out fairly easily just because its easy to position itself to charge multiple serpents with Scarabs and entropic strike renders that mute. Especially if you just sit in the back field and make huge blocks of scarabs.
The biggest problem it has is with the fact it can auto lose if you can't contest or grab in a objective game
I generally don't start the conga line till turn two.
Honestly I don't really spend much doing anything the first turn and things get going once turn two starts.
It has problems with Taudar and those lists and their tough games, but usually they lose because they either let a unit of Wraiths get near them, A unit of Scarabs charge them, a unit of Spyders Charge them, or they let the Flayed ones charge them.
This list doesn't even really abuse the
FOC with Necrons, if you wanted to you could have another unit of Wraiths another D lord and still get away with the army. So then you'd be dealing with 3 units of Wraiths all these D Lords and a Scarab Farm.
The biggest thing is that it can get 1 additional HEAVY SUPPORT. So that makes it so you can play a half and half. You still get a good amount ofshooting and you still get a good amount of Scarabs each turn. It's not really a "brilliant " army it's just that it's pretty balanced and has a lot of threats. Also, Gork help you if you get charged by 6 Spyders.
It's broken because you can't normally do that in a Necron Army list, there's very few Necron units that have access to outlfank, it's not pleasant. It makes Flayed ones really really viable ( basically makes them kroot kind of).
Also it's super duper fun.