Epartalis wrote:I mean you have good mobility and Obesec in the list. And the lychstar is plenty capable. The obligitory wraiths for tarpit.
Like you I'm not sold on the nighsythes or the ghostarchs. Nightsythes and immortals can be good if you drop them off in rapid fire range on something with only 4+ armor. But usually for 130 points I don't think the mobility and little extra firepower is worth it.
The ghostarchs aren't even taking advantage of their coolest feature which is bringing back warriors. Sure the mobility and firepower are cool but the real awesomeness is generating 4ish warriors a turn.
See if you like it but I think you loose a lot by not going decurion.
I don't want to drop my Immortals in rapid fire range. I want to drop them as much as possible outside of it (24" at least would be perfect).In fact, they're 99% using tesla and not gauss. They're not precision strike units, they're ObSec back line
MSU squad that can come in and reliably get a Maelstrom Objective. If they're in Rapidfire range, they're also probably dead on the same turn, since they're only 5, without 4+
RP and no character in them to buff them/tank for them etc.I would not want to do that. I'm also not sold on the Nightscythes, Maybe 2 especially is too much. I'm not sure.
The Ghost Arks coolest feature is definetely not ressurecting warriors. The Ghost Arks will most likely never get the chance to ressurect warriors in any game versus an opponent who's played this game before, or if they do it's simply going to be something negligible and not going to matter to the outcome of the game. In no game will you ever have both a footslogging warrior unit and a Ghost Ark and the opponent is going to willingly put bullets in warriors. That's just a fact. Warriors are harder to kill, have less shooting than the Ghost Ark itself (Ghost Ark rocks 10 shots from each side at 24") and are way more limited movement-wise. If you've been getting value out of Ghost Arks' ressurection, you're probably playing people who are either new to the game or oblivious to Codex: Necrons.
I deem the Ghost Ark worth its points without having to ressurect a single warrior in a game, simply because it's 13AV, with reliable movement, 4
HP's, a reliable Jink Save who does not make the warriors inside snapshot, decent shooting and something that makes my -otherwise hard to make use of- warriors very dangerous. Although, in the scenario where the first Ghost Ark is killed, there's a foot squad and a Ghost Ark that can supposedly ressurect warriors if the opponent for some reason decides to shoot warriors.
Automatically Appended Next Post: UPDATE: I did not like the 2 Nightscythes. I thought instead I'd go with a single Nightscythe with Immortals with an extra Cryptek inside for Veil. Therefore, the list changed:
CAD Necrons
HQ
Destroyer Lord (Nightmare Shroud, Phase shifter, Warscythe) - 190pts
Troops
6 Immortals (Nightscythe) - 232pts
10 Warriors (Ghost Ark) - 235pts
10 Warriors (Ghost Ark) - 235pts
10 Warriors - 135pts
Elites
5 Lychguard (Sword and Shield) - 150pts
Fast Attack
5 Wraiths (4 Whip Coils) - 212pts
Formation: Royal Court
Vargard Obyron - 120pts
Orikan the Diviner - 120pts
Overlord (Ressurection Orb, Voidreaper) - 135pts
Cryptek (Veil of Darkness) - 90pts
Total - 1849pts
That's putting less eggs in the Nightscythe basket. I think it's okay to have one Nightscythe arround for the Tesla Canon and possible Anti-Air, in case DftS is not being used. It allows my Immortals to be placed onto Objetives when needed and redeploy in case they need, or escape an assault, thanks to the Veil of Darkness. They also benefit from 4+
RP, thanks to the cryptek. It's better than the 2 Nightscythes strategy I feel. Also, I brought a foot Warriors squad for the Ghost Arks to support, in case somebody decides to shoot warriors, then I'd be able to ressurect them.