MarkCron wrote:Now the second list makes a lot of sense to me. Looks great. a Couple of solar pulses to boost the jink save might be good, but there is nowhere to get the points.
The first list was actually designed to be assault oriented, and take advantage of the Arcs - open topped transports for assault. Necrons are essentially the only codex with a reasonably durable, cheap, assault transport., and they also essentially produce extra models every turn.
The second list is probably the strongest Necron list I've written, and there are actually countless variants running Warriors/Arc w/ Eldrich Lances. You can get up to 16 Lances w/ 2FOCs, and I've considered running two squads (the ones with the overlords) with Staves of Light for the 9 S5AP3 shots per unit per turn, but if that's the plan then you'll probably need some
CC ability as you'll be up close and personal.
The first and second lists are VERY fundamentally different, in that the first list focuses on maximizing the effect of the Arcs, while the second focuses on the strengths of the Eldrich Lance (Though this too wouldn't work without the Arc)
The only thing I don't like about the second version is that one of the strongest features of the Arc (new warriors) will go largely unused - without any Scythes in the whole list, I'll be working diligently to keep everything out of
CC. The one thing that might be worth looking at in this regard would be dropping the
TS in favor of a 4th barge and using the extra points on Scythes/Mindshackles for the Overlords... Having this small amount of
CC ability might prove invaluable, and with 10 Lances, the only real reason for the
TS is to twin link other units' shooting.
Any input on the
TS?