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Made in us
On a Canoptek Spyder's Waiting List





this is my first try at a 6th edition list

destroyer lord
mss
sepiternal weave

wraiths x6
whip coils x3

scarabs x10

warriors x10
ghost ark

warriors x10
ghost ark

Monolith

anni barge x2


1420

I'll spend the extra 80 points with either whip coils or decking the D. lord out. I already have the monolith and I want to play it. its just so iconic.

This message was edited 2 times. Last update was at 2014/01/21 04:39:27


more and more 2000 
   
Made in au
Been Around the Block




Sydney, Australia

Looks fine mate. What about this as a small tweak though? Amost the same but adds an extra troop and the mobility/AA of a Night Scythe..

Destroyer lord, MSS, SW

9 x Warriors, Ghost Ark
9 x Warriors, Ghost Ark
5 x Warriors, Night Scythe

6 x Wraiths
8 x Scarabs (or 2 x 4 Scarabs for extra targets/distractions..)

2 x ABarge
Monolith

1499

A lot of people mention a basic guide for troops in 6th ed is 1 x troop per 500 points. A good starting point (I think) until you get a feel for your army and how it works.

This message was edited 1 time. Last update was at 2014/01/21 05:41:31


 
   
Made in us
On a Canoptek Spyder's Waiting List





So it looks like you're suggesting I run the wraiths with 1 whip coil. if that model dies then my death star is reduced to an assault deterrent. I like the idea of the shocksquad NS plus the arks, but is it worth it to potentially jeopardize such a powerful unit?

BOOM
I'll just drop one scarab
viola 3 whip coils
1499 on the nose (by my horrid arithmetic)

destroyer lord
mss
sepiternal weave

6 x Wraiths
3 x Whip coils
7 x Scarabs

9 x Warriors, Ghost Ark
9 x Warriors, Ghost Ark
5 x Warriors, Night Scythe


2 x ABarge
Monolith

That's a nice list to me. Thanks for the perspective man.

more and more 2000 
   
Made in au
Been Around the Block




Sydney, Australia

Looks good, although I'd double check the math as 3 x whips is 30 points and 1 scarab is 15.

A good tactic for the small warriors in the NS is to do a turn 5+ drop onto objectives to claim/contest.

Good luck and enjoy the Crons - They are an enjoyable army to play with lots of options.
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

Both your list and McBains are great.

A third option to explore with that list is to get a 3rd Squad of 15 or more Warriors to run on foot and Sandwich them between the GA's. I'd recommend doing this when you decide to start running Overlords to gain access to a Royal Court. You should have the model from the Anni kit to try it out. A Res Orb in the squad on the ground with the 2 Arks covering any losses tends to really demoralize your opponents. If you find that you do like the Courts, then get in the habit of running 9 man squads in the Arks and adding a Destructek or Tremortek in those units.

I only recommend this since your learning what Necrons can do and trying different things out. They work well as a machine, and it's been my experience that when you start looking at ways of making what they have available from the start, they do much better than needing them later on.

The things that stand out to me on your list that you should know:
(I avoided using the word flaws, because the list isn't bad at all)

* Whip Coils really don't really help on the turn you charge, especially if your opponent is in cover. That unit isn't as much of a 'Death Star' as most would believe. Most players already know or figure out really fast to put stuff in Cover when they see that unit. That setup is common but is almost Overkill for 1.5k. When you get into higher point games, that setup is how you'll want to run it. As you experiment and learn about the army you'll find that 5-6 Wraiths will pretty much do the same thing.

* The Ghost Arks have the ability to replace lost Necrons both in and out of them. Your not taking any casualties on the units inside until the Arks are destroyed. Since you aren't running a Court to include any Lords for additional protection, the unit inside isn't going to survive long, even with the other Ark replacing models. As above, having a unit on the ground lets you use this repair from the get go. Several opponents still take the bait and try to eliminate the unit on the ground thinking it's easier than dealing with AV13.

* Take a close look at how MSS work and learn to use them right. Far too many Necron players play them wrong. Try when you can to get any model with MSS into base contact on the turn you charge, or if possible get charged. If there is no model to accept the challenge, (or the character is in the back to avoid the penalty for not being in a challenge), your MSS isn't going to do anything. If your MSS isn't in base contact on the turn you get charged, it won't do anything either. (This also means it doesn't do much if the MSS goes down and makes its WBB roll.)

You're off to a great start and really hope you have fun with them.

Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
 
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