++
Patrol Detachment 0CP (Necrons) [52
PL, 11CP, 1,050pts] ++
Dynasty Choice: Dynasty:
Mephrit
+ HQ +
Catacomb Command Barge [9
PL, 155pts]: Gauss Cannon, Relic: Voidreaper, Warlord, Warlord Trait (Mephrit): Merciless Tyrant, Warscythe
Lord [5
PL, -1CP, 70pts]: Dynastic Heirlooms, Relic: Veil of Darkness, Staff of Light
+ Troops +
Immortals [8
PL, 170pts]: Gauss Blaster, 10x Immortal
+ Elites +
C'tan Shard of the Nightbringer [18
PL, 350pts]: Power of the C'tan: Sky of Falling Stars
+ Fast Attack +
Tomb Blades [12
PL, 305pts]
. Tomb Blade: Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shieldvanes, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Twin Gauss Blaster
. Tomb Blade: Shadowloom, Twin Gauss Blaster
++
Patrol Detachment -2CP[u] (Necrons) [49
PL, -2CP, 950pts] ++
Dynasty Choice: Circumstance of Awakening:
Relentlessly Expansionist, Dynastic Tradition:
Eternal Conquerors, Dynasty: <Custom>
+ HQ +
Chronomancer [4
PL, 80pts]: Entropic Lance
+ Troops +
Immortals [8
PL, 170pts]: Gauss Blaster, 10x Immortal
+ Elites +
Canoptek Plasmacyte [1
PL, 15pts]
Skorpekh Destroyers [10
PL, 210pts]
. 2x Skorpekh Destroyer (Reap-Blade): 2x Hyperphase Reap-Blade
. 4x Skorpekh Destroyer (Thresher): 4x Hyperphase Threshers
+ Fast Attack +
Canoptek Scarab Swarms [4
PL, 75pts]
. 5x Canoptek Scarab Swarm: 5x Feeder Mandibles
+ Heavy Support +
Lokhust Destroyers [22
PL, 400pts]
. 6x Lokhust Destroyer: 6x Gauss Cannon
. Lokhust Heavy Destroyer (Gauss Destructor): Gauss Destructor
++ Total: [101 PL, 9CP, 2,000pts] ++
Created with BattleScribe (
https://battlescribe.net)
====================================================
Main opponents: 1. Death Guard
(2. Space Marines (no specific order))
Hi all,
As soon as the Death Guard Codex will be available and the lockdown is gone, I am pretty sure that my next opponent will be the
DG of my friend.
With the current infos about the 9th edition
DG one can already assume what awaits you rules- and gameplay-wise. One thing seems to be sure: the longer the game the better for those tough
DG.
I see 2 options as a Necron player when facing
DG with their resilience and -1T aura:
1. Play more passively by relying on Necrons' ability to gain points through Obsec plus hard-to-remove/ large units
2. Play more aggressively by trying to hit his units fast and hard, thus trying to cripple his army before he takes full profit of his -1T aura
( 3. Some mix of 1 and 2) ^^
Thinking about how to oppose my friend's
DG I decided to go for option 2 as it seems way more exciting (but more risky).
The general idea of my army:
-
TB accompanied by
CCB with their good movement pick their target in turn 1 or 2, unleashing up to 36 shots at half weapon range on 2+ and
AP -3. Supported by strategems like Disintigration Capacitors/ Talent for Annihilation
-
TB are partially equipped with shield vanes (against low
AP anti infantry weapons) and with shadowloom (against anti tank weapons)
-
CCB boosts
TB until needed for heroic intervention or seeing a juicy target to charge. His 5 attacks at S8 hopefully ignore that
DG resilience with his Voidreaper (not sure about this, anybody knows this?). Sometimes he might even provide the right command protocols at some times...haha
- The Mephrit Immortals plus Lord teleport at half weapon's range in t1 or t2 eqivalent to
TB above. This may either happen in same turn or one turn ahead/after the
TB first attack (depending on needed strategems for the target, which may be same as needed by the
TB to be effectice). Supported by strategems like Disintigration Capacitors/ Talent for Annihilation/ Relentless Onslaught they should hit at
AP-3 and do some harm.
- The Lords ability to reroll "1" to hit helps a little with getting a possible "6" for those strategems relying on 6 to hit. He might even provide those questionable command protocols once in a while.
- Skorpekh Destroyers will enjoy the the company of the chronomancer and his charge-reroll/ 5++. The Canoptec Pasmacyte gives them +1S/ +1Att to make them more reliable against those T5. With 6" pregame move and obsec they can choose to put on pressure or to seize objective.
- In turn 1 the chronomancer might even give his 5++ to another more exposed unit like Immortals/Lokhust/scarab if "his" Skorpek manage to reach a safe spot. Once the Skorpekh are no more the Chronomancer can still try to seize an objective against some small unit or move with his good speed to another unit to offer 5++
- The large unit of Lokhust Destroyers will make full use of strategem Extermination Protokol (plus possible Disintigration Capacitors). The 6" pregame move should give them at least one shot at full size. Once reduced to neglectable size they may even use their obsec to seize some objective.
- The Obsec Immortals/ scarabs will be going for some objective and hopefully last a turn or two.
- The Nightbringer does what a Nightbringers does...spread fear even among chaos!!!
- make maximum use of strategems in first two turns not afraid of using 5 or even more
CP in one turn: hit as hard as possible with especially concentrating on troop units in order to reduce his obsec units.
- I chose no units doing plain 2dam (disgustingly resilient...just so useless)
- Because of the swingy and unpredictable Necron anti tank weapons I refuse to take doomsday arc/ doomstalker. The Lokhust/ Skorpekh/ Nightbringer/
CCB will have to do.
- hoping that
DG units will not be too cheap with all those disgusting abilities and therefore won't be having that many units either
- the overall good movement and the 6" pregame move should make it rather less important of who gets 1st turn.
- the reanimation protocols are a welcome bonus but were not a part when building this list
Although we do not have that many infos to
DG yet, do you think this is a viable army to face them? (praying to the dice gods!)
Do you see specific weaknesses against a certain
DG unit?
What about disgustingly resilient? Will the Voidreaper/ Nightbringer ignore this ability?
Which command protocol would you propose in turn 1 and turn 2 ( everything beyond turn 2 seems a pure gamble to me)
As my friend also plays almost all orders of space marines with actually no exception (except the Grey Knights, which I play), do you think I could use this list as well against those? Missing plain damage 2 weapons, I know...
Thank you for taking your time to read through all this! ^^
Cheers Amaurosis