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So now that all of the army lists have been released for shadow war armageddon (sauce) Thought I'd take a swing at necrons, I was hoping for a lot of decisions and configurations, but there are basically two configurations for them, three immortals and three warriors, or two immortals, a death mark, and three warriors. In the below list I decided to try the death mark (a decision I might come to regret) with a bit of kit from my appointed Immortal (a phase shifter).
You might notice that compared to the models the guns are very expensive, that's because gauss now has the shred special rule instead of glancing/wounding on 6's. Combined with being three times more likely to recover from wounds, LD 10 (so they don't bottle), their play style is going to be very unique. For instance, despite being decent at CC, they will avoid it as much as possible because that's the only reliable way to put Necrons down for good. That whole avoiding CC thing is why I'm nervous about the deathmark since he must be placed within 8" of his target, which is charge range for just about anyone, and he will be using the weakest gun in the Necron arsenal (Str 5 -1 rend). I took him because he offers a unique ability, and will be a wild card in what could otherwise be a very predictable play style.
Basically when assembling a necron list there are two choices, Tesla Carbines vs. Gauss Blasters and deathmark vs Immortal. Tesla carbines are sustained fire 1, which can add a lot of dakka, but they don't have shred, and have no rend value. They can be more useful against horde forces, but guass is more likely to put someone down.
Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.
I havn't play Shadow Wars yet but I have a few questions if you could answer them once you finish your game?
How does Reanimation Protocol work in SW?
Do you think the way crons play are better then they did before?
Have you noticed anything "broken" about crons and how they play in SW?
Hope your game goes well, maybe upload a battle report to show us how you got on?
This message was edited 1 time. Last update was at 2017/04/02 09:49:25
Reanimation protocols enhance the wound roll, when you take your last wound you make a wound roll, on a 1 it's a flesh wound and you can get back up the next round with a -1 to WS and BS, on a 2-5 you stay down and make another roll the next round, and on a 6 the model is removed from play. Reanimation protocols allows Necrons get back up on a 1-3, which means they are very hard to put down since they will more often than not get up within a round or two.
As for the differences, Crons in 40k are switch hitters using a combination of melee and assault to grind enemies down, in SW:A they are a shooting exclusive army, so that's pretty different. Also, Necrons tended to field a lot of units in 40k, in SW:A they are one of the elite forces (the others being Grey knights, harlequins, Tyranids, and some configurations of chaos) fielding 6 models compared the average of ten, so that's different as well.
As for overpowered not really, small numbers balances out the fact that each unit is very capable, if I were to pick an area that's close to OP, it's that their guns hit like a truck dropped from space, and gauss flayer/blaster are easily the best basic weapons available to any faction.
Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.
So after playing a game with this list. I had to alter some of my assumptions, first gear is much more important than I thought. Second Necron warriors are kind of meh, the recruits of other factions can grow into full soldiers, so they end up being bargains in the long term, no such luck with warriors, who will always be inferior to immortals. The 40 pts in savings just doesn't seem worth three missions with no growth potential and inferior saves and weapons forever. There are also too expensive to be Juve armor for the immortals. The final nail in the coffin is that in a campaign you are going to have to spend promethum to recruit, which means you spend the same amount of resources to recruit a warrior as you do to get a kitted out immortal, which is whack. In my updated list I took a single warrior because 5 is a magic number for squad size and I wanted my immortals to be well equipped.
I haven't played yet, but noticed the same thing. For the price immortals are a huge upgrade compared to warriors. I actually was thinking just 5 immortals with Gauss blasters. Leader would have phase shifter and visor, while 2 other immortals have visor for 1k. I'm torn if phase shifter is more useful, because I could escape CC assault range much easier with no movement restrictions. After first match, getting more visors or phase shifter shouldn't be hard in a league. Seems like phase shifter and visors are quickly useful.
I really loathe the fact our appointed immortal leader is 260 and identical to the 170 immortal, just a waste of 90pts. He should be able to do something unique.
This message was edited 4 times. Last update was at 2017/04/21 23:30:17
I entered my local store's campaign with a thousand point necron kill team, and I have to say, it's going well. I started out with 1 appointed immortal, with a gauss blaster, two immortals with tesla carbines, one other gauss blaster immortal, and one deathmark with synaptic disintegrator. I won one game and lost one game, both against a chaos soace marines player, but I'd say I came out much better for it. He won the first game, but it was more of a tie, since I managed to take out both of his extra cultists, and didn't lose any of my guys, and in the second game I wiped all but one of his marines off the board his leader included, and a marine and cultists died when we rolled on the serious injury table after. So far, I have used the 400 points I earned (you can apparently burn a promethium cache to gain 200 points instead of 100) to upgrade all my dudes with shadowlooms, phase shifters, photo visors, even a mindshackle scarab on my deathmark. I've gotta say, our biggest boon is that we're quite resilient. We can shrug off getting downed in a way no other army can, and I was able to bring down a number of enemies in part because my guys recovered much more often then his. Also, while I was eventually forced into melee at the end of game 2, I was able to bring down all but a pair of his marines before it happened, even though I'd say I had rather poor shooting rolls, so we can definitely cripple enemies enough to be able to fight them on even terms in melee. I'm still very scared of fighting our resident harlequins player though.
TheDuke wrote: I entered my local store's campaign with a thousand point necron kill team, and I have to say, it's going well. I started out with 1 appointed immortal, with a gauss blaster, two immortals with tesla carbines, one other gauss blaster immortal, and one deathmark with synaptic disintegrator.
What did you do with the 60 points left to start out with?
Nice, just finished my 2nd round too. Initially I went 5 gauss blaster. But if you end up facing lots of smaller guys with no armor like Orks, guard, etc, I found 3 gauss blaster immortals and 2 Tesla carbine immortals to be perfect for me. Really hated the deathmark, might buy one later in the league but not to start. My remaining points were phase shifter for leader (excellent way to escape CC, just run through walls!) I also did photo visors on my Tesla carbine as I figured they would overwatch a lot, it was nice when it happened). I would probably only ever wargear phase shifter and visors. Other than that, as stated above super resilient! While he's bottle testing, I recover guy back up a lot!
I quite like the Shadowloom, actually. It basically means that enemies have a -1 to hit me at all times, which isn't to bad. Otherwise, yeah. Played another two games. I lost the first one to that horrible tyranidn warrior kill team, and, because of course I would, I rolled a one on the one injured dude I had. He survived, but got captured, and I had to run a mission to save him. Surprisingly, I managed to win it, though I kind of cheesed it a bit by hiding at ranged and sniping until he bottled out.
TheDuke wrote: I quite like the Shadowloom, actually. It basically means that enemies have a -1 to hit me at all times, which isn't to bad. Otherwise, yeah. Played another two games. I lost the first one to that horrible tyranidn warrior kill team, and, because of course I would, I rolled a one on the one injured dude I had. He survived, but got captured, and I had to run a mission to save him. Surprisingly, I managed to win it, though I kind of cheesed it a bit by hiding at ranged and sniping until he bottled out.
I was reading the stats and info on that Nids team the other day and was wondering how that would work out. Especially when compared with the rest.
Anyone here have experience with their SpecOps yet? Seem like if one is needed it would be the Praets for their jump pack movement
I fought a friendly non campaign game with the nid player where we brought a spec ops each. I lost. It was pretty ugly. Was up against the Prime, and that thing gives some nasty buffs, besides being another strong nid warrior itself. I brought a Triarch Praetorian with the covenant rod, and while it did pretty well, I'd say the Prime outperformed it. Also, the rescue I won involved a fair bit of luck. His gun beast ran out of ammo after it's first shot, which missed, and way more of my shots connected then they should have. His luck as far as recovery rolls went was pretty bad as well. Doubt I would have won otherwise, especially a man down like I was.
Next I'm thinking which skills to take. guerilla on my leader sounded cool. Some sneaky tricks in there. Shooting seems like an easy one on immortals too.