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Made in us
Screaming Shining Spear






This is a list I want to play at an event coming up playing ITC rules, so only one of any given detachment/formation. Necron Decurion that surrounds a small core of shooting with three hard hitting and board controlling CC squads. A massive blob of flayed ones infiltrated in, the full monty of wraiths coming in from the backfield, and a full squad of scythe lychguard beaming down to outflank whatever direction they find they can move in. The offensive capability is certainly there, but the intent is to maximize the mental struggle of unit deployment and movement. The list is very much about leveraging your opponents inability to move safely around the table.


Decurion Detachment

Reclamation Legion


Overlord w/ Gauntlet of Fire & Solar Staff (Lychguard)

10x Lychguard w/ Warscythes
Transport - Night Scythe

5x Immortals w/ Gauss Blasters

10x Warriors
Transport - Ghost Ark

10x Warriors
Transport - Ghost Ark

4x Tomb Blades w/ Shieldvanes, Nebuloscopes & TL-Gauss Blasters

4x Tomb Blades w/ Shieldvanes, Nebuloscopes & TL-Gauss Blasters


Canoptek Harvest

1x Canoptek Scarabs w/ 3x Bases

1x Canoptek Spyder

6x Wraiths w/ 4x Whip Coils


Flayed Ones

20x Flayed Ones

9000 pts 6000 pts 3500 ---> KEEP CALM AND XENOS 
   
Made in us
Wicked Canoptek Wraith






peteralmo wrote:
This is a list I want to play at an event coming up playing ITC rules, so only one of any given detachment/formation. Necron Decurion that surrounds a small core of shooting with three hard hitting and board controlling CC squads. A massive blob of flayed ones infiltrated in, the full monty of wraiths coming in from the backfield, and a full squad of scythe lychguard beaming down to outflank whatever direction they find they can move in. The offensive capability is certainly there, but the intent is to maximize the mental struggle of unit deployment and movement. The list is very much about leveraging your opponents inability to move safely around the table.


Decurion Detachment

Reclamation Legion


Overlord w/ Gauntlet of Fire & Solar Staff (Lychguard)

10x Lychguard w/ Warscythes
Transport - Night Scythe

5x Immortals w/ Gauss Blasters

10x Warriors
Transport - Ghost Ark

10x Warriors
Transport - Ghost Ark

4x Tomb Blades w/ Shieldvanes, Nebuloscopes & TL-Gauss Blasters

4x Tomb Blades w/ Shieldvanes, Nebuloscopes & TL-Gauss Blasters


Canoptek Harvest

1x Canoptek Scarabs w/ 3x Bases

1x Canoptek Spyder

6x Wraiths w/ 4x Whip Coils


Flayed Ones

20x Flayed Ones


I like the list overall, but I can tell you what I think others might say: Get rid of 3 wraiths and all whip coils (it's survivable and doesn't need more points added to it), might want to make the Tomb Blade squads at minimum size, and possibly split the Flayed ones up into two squads of 10 for more maneuverability and precision assaults. It'll weaken them slightly, but then you can't have both getting tied up by one tankier squad. Doing all of that will give you 173 points back, which you could spend on other things. You may want to adjust your Overlord a bit as well, I think he's the weakest link in your Lychguard squad, which isn't great since he can be challenged and will get wrecked. I'd give him at least a Phase Shifter, but probably also a warscythe. If you really want to make that squad bulky, give him a res orb also, but that's risking a lot of points on a single foot slogging character (could pay off, or could be a massive waste). You'll still have points left over, so you can figure out what to do w/ them.

Just thought of another thing, you don't have any blast weapon threats, so it might be worth it to take particle beamers on all of your tomb blades. The threat of blast weapons can make your opponent change his tactics in a manner that weakens his overall goals, which could be very advantageous.

This message was edited 2 times. Last update was at 2015/06/19 15:19:42


8000
2700 
   
Made in us
Screaming Shining Spear






Good suggestions, I like most of them, especially taking challenges into consideration for the overlord. Though I will say this about kiting the overlord for challenges, frankly I think they suck as true beatsticks, kitted or not, they're never going to hold there own against a chapter master/avatar/hive tyrant/daemon prince/chaos lord etc, so I always feel like the points are wasted, I could see going with a phase shifter and simply hoping he won't die lol. Also he needs the solar staff to give the lychguard pseudo invisibility the turn they land and are exposed.

The tomb blade suggestion is fine, and I could free up points easily for that.

The wraiths could be toned down a bit, but I don't want to go msu with them, due to ITC rules I can't take two of the same formation, so with only one group of wraiths I want them potent enough to actually kill medium quality squads, and not be solely a tarpit.

The flayed ones suffer from the same restrictions, can't double up on the same formation, so one big blob only basically.

9000 pts 6000 pts 3500 ---> KEEP CALM AND XENOS 
   
Made in us
Wicked Canoptek Wraith






Ah, didn't realize you're limited to 1 of any formation, that definitely changes the suggestion for the flayed ones. I still think that the wraiths may be a waste, since you can get tied up by a basic unit that you can't ever kill simply because they have no AP on their attacks. You could end up stuck in combat with one slightly annoying squad for 3 turns and they'd effectively have traded down in points, which sucks.

As for the overlord, survival may be all that you need from him. if he can last long enough for wraiths to join the fight or for flayed ones, then I'd argue that he's done his job. The Lychgaurd should be able to easily clean up everything else in the enemy squad and help the overlord if he survives. If he doesn't, then hopefully they've offset the required number of wounds to not lose combat.

8000
2700 
   
Made in us
Screaming Shining Spear






I hear what you're saying. It's weird though, did I miss the memo that wraiths just suck now? They were always considered a great unit, and people were up in arms when the new codex made them much better, yet they always had ap - for close combat, both past and present, and always had rending obviously. I just feel like it's old news that they don't have ap on non-rending attacks and everyone of late seems to have come to the conclusion that they aren't that good. Mass str 6 attacks on their own are nothing to blush at, they're going to chew through anything T3, eldar, deldar, tyranids, admech, tau, etc. And with more attacks come more rends. I think the "wraiths are only useful as a barebones msu tarpit" is fad and overblown. Don't charge elite squads or knight varients and their going to do quite well. IMO.

This message was edited 1 time. Last update was at 2015/06/19 18:30:14


9000 pts 6000 pts 3500 ---> KEEP CALM AND XENOS 
   
Made in us
Wicked Canoptek Wraith






I'm mostly recounting what others say here on that subject (i haven't run the formation since coming back to the game, so it's hard for me to really reconcile as well. I think it's the fact that they should be used to tie up units that are very melee effective, rather than smaller units which could tie them up instead. It seems to me that it's more about their defensive capability being so strong rather than their offensive capability (which has largely remained the same).

If you think about it that way, you should strategically place them to engage a unit that has stronger than average attacks or good ap or many attacks, so that you can prevent them from doing much of anything useful (tarpit). If you let them fight units that aren't quite as good in combat, then you're just hoping to win through rending hits or through your opponent being unlucky and failing lots of saves. It's better to be the one tying up a powerful unit with a slightly less costly unit rather than the other way around, which is why people say take them at MSU w/ no upgrades since you just want them to sit there in combat, not necessarily aim for them to win it. That's just my understanding.

I think the point is that you WANT to charge those much more costly units, because they can last for a really long time given that the Spider doesn't get killed early. 3+/3++/4+++ T5 W2 models are no joke. They'll take ages to kill, which can give you enough time to whittle down their squad. They've never really been a reliably hard hitting unit even w/ a bunch of attacks, so I think the problem is that when you add 3 more models, that's 120 extra points going towards the exact same tarpit situation in which 3 could probably do the trick. And if in that case they get intercepted by a less costly unit, then you're just losing out on that trade.

This message was edited 1 time. Last update was at 2015/06/19 18:41:02


8000
2700 
   
Made in us
Screaming Shining Spear






Maybe something like this:


Decurion Detachment

Reclamation Legion

Overlord w/ Phase Shifter, Resurrection Orb & Solar Staff (Lychguard)

10x Lychguard w/ Warscythes
Night Scythe

5x Immortals w/ Gauss Blasters

10x Warriors
Ghost Ark

10x Warriors
Ghost Ark

4x Tomb Blades w/ Shieldvanes, Nebuloscopes & Particle Beamers

4x Tomb Blades w/ Shieldvanes, Nebuloscopes & Particle Beamers


Canoptek Harvest

1x Canoptek Scarabs w/ 3x Bases

1x Canoptek Spyder

5x Wraiths w/ 2x Whip Coils


Flayed Ones

20x Flayed Ones



Automatically Appended Next Post:
 Parsalian wrote:
I'm mostly recounting what others say here on that subject (i haven't run the formation since coming back to the game, so it's hard for me to really reconcile as well. I think it's the fact that they should be used to tie up units that are very melee effective, rather than smaller units which could tie them up instead. It seems to me that it's more about their defensive capability being so strong rather than their offensive capability (which has largely remained the same).

If you think about it that way, you should strategically place them to engage a unit that has stronger than average attacks or good ap or many attacks, so that you can prevent them from doing much of anything useful (tarpit). If you let them fight units that aren't quite as good in combat, then you're just hoping to win through rending hits or through your opponent being unlucky and failing lots of saves. It's better to be the one tying up a powerful unit with a slightly less costly unit rather than the other way around, which is why people say take them at MSU w/ no upgrades since you just want them to sit there in combat, not necessarily aim for them to win it. That's just my understanding.



Absolutely, it's a great point. All I was saying is I want the unit potent enough to shift from that role, if necessary, to attack and destroy a unit they would be suited for, that is strategically problematic for me.

This message was edited 1 time. Last update was at 2015/06/19 18:41:04


9000 pts 6000 pts 3500 ---> KEEP CALM AND XENOS 
   
Made in us
Wicked Canoptek Wraith






I like that shift, it makes your Overlord less of a pushover and commits less to the wraith unit. I'd say a very positive adjustment. Frankly, I'd go with what you like for the wraiths, you really don't need to listen to the crowd on the wraith call if you are happy with their output in your experience.

This list looks solid, I'd love to hear what kind of success you get with it!

in response to you, I think that using them as a point-attack unit is a decent call. They'll definitely do their job if you're able to skirt those pesky cheap units designed to tie them up.

This message was edited 1 time. Last update was at 2015/06/19 18:43:54


8000
2700 
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

The Flayed Ones aren't a formation. So you could take multiples of them I believe.

6000+
2500
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2000
 
   
Made in us
Wicked Canoptek Wraith






Zimko wrote:
The Flayed Ones aren't a formation. So you could take multiples of them I believe.


Quote from ITC's page:
An army may not have a duplicate of any Detachment.
Note: This includes “Decurion Style” Detachments which are comprised of multiple datasheets and Formations. They may not take duplicate Formations within the Detachment, although they make take duplicate Data Slate units within the Detachment if permitted to do so.

Actually it does look like you're correct on this one since in the Decurion, they're just a unit that can be added to the detachment up to the max number of times if desired. Therefore you should be allowed to add multiple units of Flayed Ones if you'd like to since it falls into the category above.

8000
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