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Made in us
Regular Dakkanaut



Philadelphia, PA

DYNASTIC TRADITION: Eternal Conquerors
CIRCUMSTANCES OF AWAKENING: Relentlessly Expansionist

PATROL
Overlord w/ voidscythe, resurrection orb, and veil of darkness [140] (WARLORD: Immortal Pride)
Chronomancer w/ aeonstave and hypermaterial ablator [105]
Technomancer w/ canoptek cloak and cryptogeometric adjuster [95]
5x Immortals w/ gauss blasters [85]

VANGUARD
Technomancer w/ canoptek control node [90]
10x Deathmarks [180]
Hexmark Destroyer [75]
Hexmark Destroyer [75]
10x Lychguard w/ hypherphase sword and dispersion shield [280]
Triarch Stalker w/ twin heavy gauss cannon [150]
Triarch Stalker w/ twin heavy gauss cannon [150]
5x Canoptek Wraiths w/ vicious claws [175]
Canoptek Doomstalker [140]
Canoptek Doomstalker [140]

FORTIFICATION NETWORK
Convergence of Dominion [120]

POINTS: 2000
COMMAND POINTS: 9
POWER LEVEL: 91

Full disclosure, I haven't played 9th yet, but I played a fair amount of 8th. A lot of this is theoretical and might be dramatically miscalculated relative to the current state of the game. I'm just assuming that the game is still playing pretty similarly, and I'm probably making some bad assumptions about the changes to reanimation protocols. Anyway, it feels to me like lychguard with dispersion shields and a technomancer should be really, really hard to kill. They're 2+/4++, 2-wound, toughness 5 bodies with both living metal AND reanimation protocols, and the technomancer keeps one of them standing back up every turn. The idea is they'd travel with the overlord and a technomancer, veiling away from the technomancer if necessary. The triarch stalkers and doomstalkers are my anti-tank and theoretically help each other out, with doomstalkers overwatching for the stalkers, and the stalkers making the doomstalkers better at hitting. I've got hexmark destroyers to deal with negative-modifier units, deathmarks to snipe characters, a chronomancer to deal with problematic invulnerable saves, so a bit of a toolbox, and I think most of my list hits pretty hard. I don't know. I'm open to ideas. I've considered heat rays on the stalkers, which I would probably combine with removing the chronomancer's arkana equipment and adding transdimensional beamers to some or all of the wraiths. I'd love to squeeze in a psychomancer somehow. I already had to waste points on immortals I don't really want just to get the number of crypteks I already have, though.

This message was edited 1 time. Last update was at 2020/11/02 02:36:48


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

With 6 characters its too character-heavy if you ask me.

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 us
Regular Dakkanaut



Philadelphia, PA

Is there some downside to characters I'm not aware of? You just mean because they need a little bit more protection than they did in 8th?
   
Made in us
Unbalanced Fanatic




Atlanta, Ga

redcapscorner wrote:
Is there some downside to characters I'm not aware of? You just mean because they need a little bit more protection than they did in 8th?


Too many characters can be a downside for you and an upside for your opponent.
Characters were never really meant to be a mainstay in your army, usually being relegated to a force multiplier. That and too many of them, can sink your turn in using their abilities, or other powers to get things done. But you've spent all of your points on the characters and you don't have enough troops to benefit from those same effects.

It's like being three people in a rain storm and somehow you ended up bringing six umbrellas.

Your opponent on the other hand, can have something that allows them to gain more power from killing characters, such as some war-gear that Chaos has access to. Which allows them to quickly get to and butcher characters, usually allowing them to ignore invul-saves and silly rules like LOS. A correctly equipped MoE(Master of Executions), can tear through half your army, almost ignoring even the mortal wounds you can put out and increase his stats when he takes down one of your characters.

Earlier versions of their codex had a weapon similar to the murder sword. That would allow them to basically challenge enemy characters from a distance and they wouldn't be able to decline. As well as letting the bearer cut straight through the enemy characters armor saves and ignore FNP. Boosting their Str and Atk stat with each successful kill.

On the off topic, your Convergence of Dominion is currently in a weird place.
It's got good toughness and enough wounds to soak up about a full turn, or two of sustained fire. And thanks to having the Crypteks, you'll be able to move it around. But you'll be more likely able to find something better to spend that 120pts on.

I've played against someone using this fortification twice now and his best move was to use it to capture objectives

One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

redcapscorner wrote:
Is there some downside to characters I'm not aware of? You just mean because they need a little bit more protection than they did in 8th?

You speak of a well-rounded force and with 6 characters at the 2000 pt level it will not be of that type.
Oborosen is right.

This message was edited 1 time. Last update was at 2020/11/03 07:40:59


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 us
Unbalanced Fanatic




Atlanta, Ga

 wuestenfux wrote:
redcapscorner wrote:
Is there some downside to characters I'm not aware of? You just mean because they need a little bit more protection than they did in 8th?

You speak of a well-rounded force and with 6 characters at the 2000 pt level it will not be of that type.
Oborosen is right.


You'd more likely see six characters at 3000pts and up, with them relegated to supreme, or command detachments.
Which at that point, you'd want the highest level beatsticks, or LOWs that the Necrons can field.

Because you will be facing things like knight formations, Primarch level characters and all the relative cheese that comes in that particular wrapping.


Automatically Appended Next Post:
redcapscorner wrote:
DYNASTIC TRADITION: Eternal Conquerors
CIRCUMSTANCES OF AWAKENING: Relentlessly Expansionist

Spoiler:
PATROL
Overlord w/ voidscythe, resurrection orb, and veil of darkness [140] (WARLORD: Immortal Pride)
Chronomancer w/ aeonstave and hypermaterial ablator [105]
Technomancer w/ canoptek cloak and cryptogeometric adjuster [95]
5x Immortals w/ gauss blasters [85]

VANGUARD
Technomancer w/ canoptek control node [90]
10x Deathmarks [180]
Hexmark Destroyer [75]
Hexmark Destroyer [75]
10x Lychguard w/ hypherphase sword and dispersion shield [280]
Triarch Stalker w/ twin heavy gauss cannon [150]
Triarch Stalker w/ twin heavy gauss cannon [150]
5x Canoptek Wraiths w/ vicious claws [175]
Canoptek Doomstalker [140]
Canoptek Doomstalker [140]

FORTIFICATION NETWORK
Convergence of Dominion [120]

POINTS: 2000
COMMAND POINTS: 9
POWER LEVEL: 91

Full disclosure, I haven't played 9th yet, but I played a fair amount of 8th. A lot of this is theoretical and might be dramatically miscalculated relative to the current state of the game. I'm just assuming that the game is still playing pretty similarly, and I'm probably making some bad assumptions about the changes to reanimation protocols. Anyway, it feels to me like lychguard with dispersion shields and a technomancer should be really, really hard to kill. They're 2+/4++, 2-wound, toughness 5 bodies with both living metal AND reanimation protocols, and the technomancer keeps one of them standing back up every turn. The idea is they'd travel with the overlord and a technomancer, veiling away from the technomancer if necessary. The triarch stalkers and doomstalkers are my anti-tank and theoretically help each other out, with doomstalkers overwatching for the stalkers, and the stalkers making the doomstalkers better at hitting. I've got hexmark destroyers to deal with negative-modifier units, deathmarks to snipe characters, a chronomancer to deal with problematic invulnerable saves, so a bit of a toolbox, and I think most of my list hits pretty hard. I don't know. I'm open to ideas. I've considered heat rays on the stalkers, which I would probably combine with removing the chronomancer's arkana equipment and adding transdimensional beamers to some or all of the wraiths. I'd love to squeeze in a psychomancer somehow. I already had to waste points on immortals I don't really want just to get the number of crypteks I already have, though
.


You'd be better off condensing all of this down into a Battalion Detachment and then building up from there.

Vanguard already cost you 3-CP to play as is with 9th edition. So unless you have a means to make that cost back through the rest of the match. Then you should find another way around your forces deployment.

This message was edited 1 time. Last update was at 2020/11/03 09:17:08


One has to wonder. Do the Tyranids consider drop-assault troops... fast food? 
   
 
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