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![[Post New]](/s/i/i.gif) 2020/11/05 15:50:49
Subject: [2000] - Necron - Scarab Rush (Dynasty <Noxcull>: Relentlessly Expansionist, Eternal Conquerors)
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Fresh-Faced New User
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Scarab Rush [110 PL, 9CP, 2,000/2,000pts]
Patrol Detachment
Dynasty: <Custom>
Circumstance of Awakening: Relentlessly Expansionist
Dynastic Tradition: Eternal Conquerors
Catacomb Command Barge (Warlord: Enduring Will, Nanoscarab Casket, Warscythe)
Chronomancer (Entropic Lance)
Chronomancer (Entropic Lance)
5x Immortals (Gauss Blaster)
3x Canoptek Spyders
3x Canoptek Spyders
9x Canoptek Scarab Swarm
9x Canoptek Scarab Swarm
Patrol Detachment
Dynasty: <Custom>
Circumstance of Awakening: Relentlessly Expansionist
Dynastic Tradition: Eternal Conquerors
Catacomb Command Barge (Voidscythe)
Chronomancer (Entropic Lance)
5x Immortals (Gauss Blaster)
C'tan Shard of the Nightbringer (Antimatter Meteor)
3x Canoptek Spyders
8x Canoptek Scarab Swarm
The idea is that the Immortals sit on the objective in my deployment zone. The Scarabs grab & hold as many objectives as they can with their Obj Sec. The Chronomancers support the Scarabs by giving them 5++ while the Syders provide extra reanimation & back up in CC. The Nightbringer & Barges go hunting.
Please comment concerns or suggestions so I can improve the list. Thank you all.
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This message was edited 5 times. Last update was at 2020/11/05 18:40:11
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![[Post New]](/s/i/i.gif) 2020/11/05 17:33:06
Subject: Re:[2000] - Necron - Scarab Rush (Dynasty <Noxcull>: Relentlessly Expansionist, Eternal Conquerors)
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Nihilistic Necron Lord
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Chronomancers cant help with reanimation. Only technomancers can do that, and they need the phylacterine hive to be able to reanimate one canoptek model, once per battle, do that with a spyder. Only one cryptek can have a hive. Remove one chronomancer and add a technomancer with canoptek control node, and it gives all canoptek units within 6" +1 to hit, dont forget to add the hive. Your list has very few CP. If you use two patrol detachments you will have 10 CP, but you need two troop choices. Two patrols give you 4 HQ, 4 support, 4 fast attack, 4 elite.
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![[Post New]](/s/i/i.gif) 2020/11/05 17:40:47
Subject: Re:[2000] - Necron - Scarab Rush (Dynasty <Noxcull>: Relentlessly Expansionist, Eternal Conquerors)
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Fresh-Faced New User
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p5freak wrote:Chronomancers cant help with reanimation. Only technomancers can do that, and they need the phylacterine hive to be able to reanimate one canoptek model, once per battle, do that with a spyder. Only one cryptek can have a hive.
I worded that poorly. I meant the Chonomancers give the Scarabs a 5++ while the Syders reanimate the Scarabs. I'll edit it.
p5freak wrote:Remove one chronomancer and add a technomancer with canoptek control node, and it gives all canoptek units within 6" +1 to hit, dont forget to add the hive. Your list has very few CP. If you use two patrol detachments you will have 10 CP, but you need two troop choices. Two patrols give you 4 HQ, 4 support, 4 fast attack, 4 elite.
I wouldn't add a Technomancer in this list but two patrols might be better. I see what you're saying. Thanks for your help.
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This message was edited 1 time. Last update was at 2020/11/05 17:46:41
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![[Post New]](/s/i/i.gif) 2020/11/05 18:04:21
Subject: Re:[2000] - Necron - Scarab Rush (Dynasty <Noxcull>: Relentlessly Expansionist, Eternal Conquerors)
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Nihilistic Necron Lord
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Why no technomancer ? All your scarabs, and all your spiders will hit on 3s with control node, when they are within 6". Or 9" if you spend 1CP to give the technomancer thrall of the silent king.
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This message was edited 1 time. Last update was at 2020/11/05 18:04:44
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![[Post New]](/s/i/i.gif) 2020/11/05 18:16:34
Subject: Re:[2000] - Necron - Scarab Rush (Dynasty <Noxcull>: Relentlessly Expansionist, Eternal Conquerors)
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Fresh-Faced New User
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p5freak wrote:Why no technomancer ? All your scarabs, and all your spiders will hit on 3s with control node, when they are within 6". Or 9" if you spend 1CP to give the technomancer thrall of the silent king.
IMO the Chronomancers 5++ is better for the Scarab unit. So I don't want to replace a Chronomancer. If I add Technomancer, I have to give up scarabs and/or Spyders, which I also dont like.
Automatically Appended Next Post:
p5freak wrote:If you use two patrol detachments you will have 10 CP, but you need two troop choices. Two patrols give you 4 HQ, 4 support, 4 fast attack, 4 elite.
Edited my list. The list seems so much better. Thank you! I get to try it out on Sunday.
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This message was edited 4 times. Last update was at 2020/11/05 18:43:31
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![[Post New]](/s/i/i.gif) 2020/11/07 02:03:53
Subject: Re:[2000] - Necron - Scarab Rush (Dynasty <Noxcull>: Relentlessly Expansionist, Eternal Conquerors)
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Discriminating Deathmark Assassin
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Gonna post some general thoughts on the list. If you own these models already, then I say go for it. I wouldn't go out and buy them if you don't have them for this list.
- While having Obsec is great, I don't think it'll help you beyond turn 3. You've already got the fast move and Obsec to beat out most other fast moving units to get to the objectives which you can't score until turn 2. Once your opponent gets his ObSec units up there you'll probably be outnumbered with only 9 models, and that's if none of them die.
- I understand having a unit of Spyders for each Scarab swarm, but I don't think you'll need that many to replace the lost scarabs. Unless I'm missing something, then the most you're ever going to replace is 1 base of Scarabs from each unit. I'd consider dropping to 2 units of Spyders to free up some points for other goodies. It only takes 1 Spyder to replace 1 model from all 3 units. For range management purposes you'd want to split them up for sure. Are your table sizes big enough to need that many Spyders?
- I agree that the Chronos are great for the Scarabs, and will help them take hits, but will come back to bite you with RP. Not gonna deny that not losing models in the first place is better, but you'll be making fewer RP rolls and failing to probability of you making enough rolls to get any bases back.
- I'm not seeing any upgrades on the Spyders. So what is your game plan with them? Your Immortals aren't going to do enough damage to areas where the Nightbringer / CCB isn't attempting to murder stuff. If you do have, or end up taking the Beamers, then I'd highly recommend trying to get a Technomancer in the list. It'll not only help with CC, but all those shots getting +1 to hit will help out.
I was going to run them Scarab Hive back in 7th and got 6 of them. Found out that it was more than plenty back then. Now it's more restrictive, so I'm not sure you'll need that many. I'd recommend dropping to 2 units of 3, or 3 units of 2 if you want to keep that many. That should free up some points for Technomancers, or even squeeze in some Wraiths to keep the Canoptek Theme. It's nice to see something non cookie cutter, I just see most opponents beating your model count in game. You're going to be so outgunned that you're not even going to be able to maintain what you have as the game goes on.
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Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2020/11/09 20:29:08
Subject: Re:[2000] - Necron - Scarab Rush (Dynasty <Noxcull>: Relentlessly Expansionist, Eternal Conquerors)
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Fresh-Faced New User
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Akar wrote:Gonna post some general thoughts on the list. If you own these models already, then I say go for it. I wouldn't go out and buy them if you don't have them for this list.
- While having Obsec is great, I don't think it'll help you beyond turn 3. You've already got the fast move and Obsec to beat out most other fast moving units to get to the objectives which you can't score until turn 2. Once your opponent gets his ObSec units up there you'll probably be outnumbered with only 9 models, and that's if none of them die.
If I get to the objective first, the idea is that the Scarabs have large bases and I can space them out to deny my opponent. They will also be good at taking Objectives from enemy units.
Akar 7936371097898829363febd19e4274f686c9a660f5f642.png wrote:
- I understand having a unit of Spyders for each Scarab swarm, but I don't think you'll need that many to replace the lost scarabs. Unless I'm missing something, then the most you're ever going to replace is 1 base of Scarabs from each unit. I'd consider dropping to 2 units of Spyders to free up some points for other goodies. It only takes 1 Spyder to replace 1 model from all 3 units. For range management purposes you'd want to split them up for sure. Are your table sizes big enough to need that many Spyders?
The Spyders are supposed to be supporting the Scarabs in Melee or they hunt down high priority enemy units.
Akar 7936371097898829363febd19e4274f686c9a660f5f642.png wrote:
- I agree that the Chronos are great for the Scarabs, and will help them take hits, but will come back to bite you with RP. Not gonna deny that not losing models in the first place is better, but you'll be making fewer RP rolls and failing to probability of you making enough rolls to get any bases back.
I see what you're saying. I'll see how the current list does today. Just not sure what I'd drop.
Akar 7936371097898829363febd19e4274f686c9a660f5f642.png wrote:
- I'm not seeing any upgrades on the Spyders. So what is your game plan with them? Your Immortals aren't going to do enough damage to areas where the Nightbringer / CCB isn't attempting to murder stuff. If you do have, or end up taking the Beamers, then I'd highly recommend trying to get a Technomancer in the list. It'll not only help with CC, but all those shots getting +1 to hit will help out.
The Immortals sit on the Objective in my deployment zone. I've tried the Beamers, the lack of AP makes the damage output minimal. They are great in CC tho. I'll switch up next week and try Technomancer.
Akar 7936371097898829363febd19e4274f686c9a660f5f642.png wrote:
I was going to run them Scarab Hive back in 7th and got 6 of them. Found out that it was more than plenty back then. Now it's more restrictive, so I'm not sure you'll need that many. I'd recommend dropping to 2 units of 3, or 3 units of 2 if you want to keep that many. That should free up some points for Technomancers, or even squeeze in some Wraiths to keep the Canoptek Theme. It's nice to see something non cookie cutter, I just see most opponents beating your model count in game. You're going to be so outgunned that you're not even going to be able to maintain what you have as the game goes on.
My hope is that the CCBs, Shard, and Spyders are going to lock down & distract my opponents backline. I'll be sure to post the results of the battle. We will have to see. Either way, it'll be fun.
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