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Made in us
Discriminating Deathmark Assassin





Out of my Mind

** This is NOT intended for Matched Play / Competitive Play. Mostly playing the Open War mission pack.

Original List w/Notes
Spoiler:
HQ
Overlord - w/Veil of Darkness, Resurrection Orb, Warscythe
* Warlord - Immortal Pride, Hand of the Phaeron (2CP)
Royal Warden
Chronomancer
Chronomancer

Troops
10x Immortal (Tesla Carbine)
10x Immortal (Tesla Carbine)
19x Necron Warrior (Gauss Flayer)
19x Necron Warrior (Gauss Flayer)
17x Necron Warrior (Gauss Reaper)

Elites
Canoptek Reanimator
Canoptek Reanimator
Cryptothralls
Cryptothralls

Fast Attack
8x Canoptek Scarab Swarms
8x Canoptek Scarab Swarms

Reasoning behind taking this
- This is built off of my 3rd/4th list instead of building from the ground up.
- I like how potentially powerful Res. Orbs are, so gonna try it out for a few games. I took the Warscythe because I have the 5 points left over and wasn't seein much use out of the Staff of Light.
- I believe that Mephrit / Sautekh are the strongest Dynasties, so I just picked the one most players aren't playing (That I've seen.)
- The ODD number of Warriors are for Attrition tests. Oldhammer Math, and not even sure it's going to be necessary with Immortal Pride.
- After the first few games w/Indomitus, I believe that Royal Wardens are goin to be key to making Necrons work. Finally just put one in.
- Re-animators die. I would take one for every unit of Warriors with enough points. Yes, they are expensive for what you get but have been effective at buying a turn. My opponents have started to experiment with ignoring them and it's down to a Catch-22 for them. Thinking a similar thing is going to happen with dropping the 3rd Reanimator. The Reapers will be left unprotected from the Chronoteks which makes them a squishier target, but won't have much of an impact on Turn 1.
- I'm sold on Tesla being on the Immortals to work well, even in Mephrit. They sit in the rear and support the Warriors. Gauss is situational on Immortals in a Mephrit list as the additional AP is more often Overkill than necessary. I DO find the Gauss useful for murdering things but found that Tomb Blades have much more to offer in both Mephrit or Sautekh.
- Scarabs over Tomb Blades for now because I'm still focusing on Warriors performance right now. I can see them easily being switched out for Tomb Blades down the road.

List Evolution for a few games
Spoiler:
Mephrit Strike Force (12CP)

HQ
Overlord - Staff of Light, Resurrection Orb, Veil of Darkness
* Warlord - Immortal Pride, Hand of the Phaeron (2CP)
- Only used the WScythe 1 game and it wasn't impressive for an OL on Foot. SoL in Mephrit has been great at shooting on T1.
- Res Orb has been worth it when used on Warriors with the Reanimators, MIGHT pay the CP for Orb of Eternity and move the Veil to a Chronomancer.

Royal Warden - Conduit of the Stars (Heirloom 1CP)
- I simply Overlooked this, don't know if I'll ever run w/o it as long as I'm going Mephrit
Chronomancer - Entropic Lance
Chronomancer - Entropic Lance
- Aeonstaves aren't bad, they just don't do enough D to make an impact. Stormshields are still problematic.
- Considering putting the Veil on a Chronomancer and taking Prismatic Obfuscation. This will free up the OL to take an Orb of Eternity.


Troops
10x Immortal (Tesla Carbine)
-Still happy-ish with these guys, just feel they got over-nerfed. Gonna stick with them for now as they're not a bad 'support' troop choice.
20x Necron Warrior (Gauss Flayer)
20x Necron Warrior (Gauss Flayer)
20x Necron Warrior (Gauss Reaper)
- The Reapers have been mixed. I've read the arguments on Reapers > Flayers and think they might be overkill on Mephrit. The 27"-33" range on Flayers makes them very flexible when compared to the 17"-23" of the Reapers. The additional AP at 13.5" from the Flayers puts them on par with Reapers. The Reapers need to be 7.5" to get the AP bonus and will clean house. Unfortunately for me, those units have also come with an Invul that kicks in at -2, so I haven't seen an benefit from having the -3 yet*. The Strength hasn't bothered me and would be fixed by switching the Immortals over to Gauss.
- I DID just manage to get more Indomitus Warriors to build as Reapers, so will be able to go full Reapers soon.

Elites
Canoptek Reanimator
Canoptek Reanimator
2x Canoptek Spyder - Gloom Prism
*Cryptothralls
*Cryptothralls
- Reanimators are staying for now. Yes, they do get targeted and they do die. One game my opponent ignored them and managed to do more damage, so we'll see how it goes.
- Spyders are there to support the Scarabs and see how it goes. I took the Prisms as a filler. I could easily shift some points around to get them the Beamers, just gotta find em.
- Keeping both units of Cryptothralls to make the 2nd Chronomancer more protected if I give the first one the Cloak.

Fast Attack
8x Canoptek Scarab Swarms
8x Canoptek Scarab Swarms
- Been playing these guys ALL wrong. Been so focused on remembering all the other stuff, that I didn't even notice all the things they added.

- STILL haven't figured out Protocols. I'm too busy looking up each units rules to remember they're in play, let alone what they do. So would appreciate any advice that direction.
- I'm taking a hard look at Deathmarks to replace the Immortals and just starting them on the board. A static 39" Range with -3 AP at 19.5" is tempting. Waiting on the FAQ, but 'Aetheric Interception' doesn't appear to have the range limitation on the shooting portion. Add in the option of 'Talent for Annhilation' and MWBD and they become quite an interesting option.
Where I'm at currently.
Dynasty: Mephrit
Battalion Detachment [0CP] Auxiliary Support Detachment [-2CP]

HQ
1x Overlord w/Voltaic Staff, Resurrection Orb
- Warlord Trait: Immortal Pride, Hand of the Phaeron [-2CP]
1x Chronomancer w/Entropic Lance Arkana: Prismatic Obfuscatron, Dynastic Heirlooms [-1CP]:Veil of Darkness
1x Chronomancer w/Entropic Lance
1x Royal Warden w/Dynastic Heirlooms [-1CP],(Mephrit): Conduit of Stars
Don't know why I didn't run the Voltaic Staff Sooner! Entropic Lances are also going to be my standard because of Mephrit. The Royal Warden will also now become standard in my lists and I'll nap the Aux Detachment for him almost every time. He really is that good.
Troops
10x Immortals w/Gauss Blaster
20x Necron Warrior w/Gauss Reaper
20x Necron Warrior w/Gauss Reaper
20x Necron Warrior w/Gauss Reaper
Full Reapers now. I might go back to Flayers, but they're just too good in Mephrit. I'm back to Gauss Immortals for now. While I still like the Tesla Immortals, the additional range proved to be more a better investment for the point savings.
Elites
10x Deathmark w/Synaptic Disintegrator
1x Canoptek Reanimator
1x Canoptek Reanimator
1x Canoptek Reanimator
2x Cryptothrall
2x Cryptothrall
Reanimators have proven to be just fine, the points drop has just allowed me to take a third. Only had 1 game with the Deathmarks so far and they did alright given the scenario twist and they did their job decent enough. The Cryptothralls actually did more than just take hits for the Chronomancer. The eye beams are pistols, so that was a surprising eye opener. The tricky part is charging while keeping them in range of a Chrono.
Fast Attack
6x Canoptek Scarab Swarm
5x Canoptek Scarab Swarm
Spyders are out. Not sure if it was a unit size issue w/the Scarabs or just bad luck. Only got to replace a single base which didn't affect the game at all. The next games went much better leaving the Scarabs to do their own thing. I'm looking at eventually phasing them over to Tomb Blades, but I don't have the models yet and I'm holding out for the new Flayed Ones.

Posting for my friend as much as myself. Our last game left him with some questions because I tabled his Space Wolves on Turn 4, which was a huge shift from our first game where I couldn't do that much to him. The Twist in our game was that there was absolutely no shooting past 18". This hurt me more than him with his Space Wolf Cav and Outriders being able to charge w/o being shot at. The Veil and the Warden were perfectly timed to counter that. It didn't help that it happened on the same turn the -1 AP on a '6' went active for my Necrons. I got an insane -4 AP with my Reapers which was just brutal. The Deathmarks just kind of shrugged when I got this, so I put them in Reserve and they arm wrestled with some Intercessors until I got my Warriors over to them. To be fair, this rule also saved the Reanimators on the first turn as his Lascannons couldn't shoot anything.

We had quite a few rules issues come up. Mostly with certain combo's and the changes to how IC's can be targetted as I stupidly lost my Overlord, Warden and a Chronomancer in the same. Didn't matter since I had enough shooting to finish him off, but I'll try and figure it out before asking for answers.

This message was edited 4 times. Last update was at 2021/02/07 18:19:48


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