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2019/10/10 19:13:54
Subject: [1500] - Necrons - Returning after long break
I started playing with the 2002 version of the Codex and played for a while with the 2005 one, but haven't played much in quite a long time. I'd love recommendations on the best 1500 point list I can build with what I own, as well as what to aim for first to improve it. I don't yet know what detachments mean or which Dynasty I want but here's what I have.
Heavy Support:
2x Heavy Destroyers - 100pts
2x Heavy Destroyers - 100pts
Total: 1499pts
In addition to these models, I also own a Monolith, 5 more Scarabs, 28 more Warriors, 2 more Immortals, 1 more Destroyer, and 6 Flayed Ones. How could I improve this list based on what I already own? What should I look to buy first to improve it?
2019/10/10 19:47:25
Subject: Re:[1500] - Necrons - Returning after long break
In short, our best units are tesla immortals, tomb blades, destroyers, DDAs, wraith, scarabs. Based on what you have i suggest the list below. To improve it get a ghost ark and a cryptek for silver tide, lots of warriors who can reanimate on 4+ and get two RP rolls each turn. Replace the lord with the cryptek.
So the Ghost Ark is just there to shoot and improve the RP rolls? I suppose it could also be useful to move a unit of Warriors after they've suffered some casualties. Are the Scarabs for screening my shooters from anything wanting to tie them up in melee? I assume the Wraiths are for actually taking down enemy shooty units that are bothersome.
Any other feedback?
2019/10/12 03:09:28
Subject: Re:[1500] - Necrons - Returning after long break
Master_Rahl22 wrote: So the Ghost Ark is just there to shoot and improve the RP rolls? I suppose it could also be useful to move a unit of Warriors after they've suffered some casualties. Are the Scarabs for screening my shooters from anything wanting to tie them up in melee? I assume the Wraiths are for actually taking down enemy shooty units that are bothersome.
Any other feedback?
The ghost ark is there for a second RP roll, it can shoot, and it could move warriors around, but only 10 can embark on it. Scarabs are a multi purpose unit, they can grab objectives, they can intercept smites, they can area deny, they can screen, they can tie up enemy units in melee. I usually play with two units of scarabs, with at least 5 models in each unit. Scarabs are very useful, dont underestimate them.
2019/10/12 03:49:55
Subject: Re:[1500] - Necrons - Returning after long break
You can't split warriors, you need to wait until they are below 10 to embark them. Intercepting smites means you place the scarabs in a way that they are the closest visible unit.
2019/10/12 19:36:02
Subject: Re:[1500] - Necrons - Returning after long break
Oh, so you mean the Smite power talked about in the psychic phase section of the basic rules. Got it. Thanks a bunch!
I notice you chose Sautekh as my dynasty. The only Heavy weapons included in this list are on Destroyers who get no penalty to move and shoot. Is the ability to Advance and still fire that useful, or is it for Sautekh strategems or something? I was thinking about going with Mephrit for the increased AP. Just thinking about masses of Warriors in Rapid Fire range with 2 AP -2 shots each gives me chills.
This message was edited 1 time. Last update was at 2019/10/12 19:48:02
2019/10/12 23:14:05
Subject: Re:[1500] - Necrons - Returning after long break
Sautekh have a nice stratagem which gives you +1 to hit. With MWBD tesla will explode on 4+, which is nasty. Mephrit sounds nice on paper, but in real life its not as good, not with warriors. If you are within 12" of the enemy you will get charged, and when that happens you cant shoot in your turn, because you have to fall back. Its not a problem with tomb blades, they can fall back and shoot, because they have FLY. Nephrekh is nice as well, you will auto advance 6", and ignore enemy models and terrain.
2019/10/13 01:14:21
Subject: [1500] - Necrons - Returning after long break
One of our best units isn't in the codex. It's the tessaract ark and in an imperial armor book.
It's a really great unit. It has a man gun that has multiple fire modes one of which is weaker than a DDC at full power but is more powerful and longer ranged than a low power DDC shot.
It can carry 2 gauss or tesla cannons. It has a fixed save and quantum armor. It has a rule that makes charging it harder. Some of its weapons do 3 dam per hit rather than d6.
It is a forge world resin model thst costs waaay too much money, but you can get it from a competitor cheaper at slightly lower quality or build a conversion out of two annihilation barges.
Ok you've made points and I will respond by pointing out the DDA also has the d6/d6 issue and it still regarded as a useful unit. Also the tessaract ark has a firing option that allows it to do a fixed 3 damage.
It also has a 5++ save and quantum armor. It can carry twice the firepower of a standard destroyer and has a defense against being charged.
I'd say it's at least as effective as a DDA in most cases and is more flexible. The DDA does have more raw firepower if it doesn't move, especially if a target vulnerable to the gauss array in within range or better yet half range.
Yes it can cost 20-40 points more but is mire survive able with a fixed save backing up the QA.
This message was edited 2 times. Last update was at 2019/10/13 20:34:06
2019/10/13 23:14:38
Subject: [1500] - Necrons - Returning after long break
Tesseract Arc is OK, but I feel like Doomsday Arks do the same job better for cheaper. Sure it's a bit more survivable, but it's less killy. 8th Edition is all about being killy.
It's not a bad unit, but not something I'd say a reutning Necron player should rush out and grab.
The harsh truth is that we have one of the weakest books in the game right now. Even with the best Necron list, you're going to struggle against competitive lists in most other factions. If you're just playing for fun then P5 Freak's ideas are all solid.
2019/10/14 14:10:28
Subject: [1500] - Necrons - Returning after long break