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Made in gb
Fresh-Faced New User




Hi I am new to the game and recently picked up a random assortment of Necron, I have a 1500 point game coming up and wondering if anyone would be able to help me with a list or any pointers on the game at all. the match will be against a blood angels army.

Current units I have are;
HQ:
Trazyn
Overlord
Lord
Skorpekh Lord

Troop choices:
20 x Necron warriors
10 x Immortals

Elites:
C'tan shard of the nightbringer
10 x deathmarks
5 x lychguards
3 x skorpekh destroyers

fast attack:
6 x scarab swarm
3 x Tomb Blades

Heavy support:
1 x doomsday ark/ ghost ark (haven't built it yet)
1 x lokhust heavy destoryer


Flyer:
Doomscythe.

I apologise if this is the wrong place for this forum, but just looking for an insight as to my capabilities in the game and what I can do effectively.

Thanks In advance.
   
Made in us
Decrepit Dakkanaut





Proxy a model as a Chronomancer.

Lord, Orb, Voltaic Staff, Immortal Pride
Chronomancer

20 Warriors
10 Immortals
Ghost Ark

Nightbringer
3 Skorpekhs

6 Scarabs
3 Tomb Blades

Lokhust Heavy Destroyer

Use Szarekhan as your dynasty for the free wound reroll. Ghost Ark will help keep Warriors alive and will be hard for him to kill. Lord will prevent attrition in a bad melee round and Chrono will put 5++ on Warriors to blunt strong melee. If you have a Warden it would help to fallback and shoot. Nightbringer is stupid good - don't use him carelessly - small arms WILL knock off 3 wounds. Scarabs hold a rear objective as do Immortals who provide fire support. Skorpekhs counter punch if possible. Tomb Blades don't fight - use them for secondaries.

Make sure you don't ball up too much.

Also remember that the LHD is infantry and can do actions if you need him to while he heals.



This message was edited 3 times. Last update was at 2021/06/10 17:55:34


 
   
Made in us
Wicked Canoptek Wraith




MD

Poster above said it nicely, and I didn't have my book nearby to provide an alternative list.

This message was edited 2 times. Last update was at 2021/06/10 17:59:42


 
   
Made in gb
Fresh-Faced New User




 Daedalus81 wrote:
Proxy a model as a Chronomancer.

Lord, Orb, Voltaic Staff, Immortal Pride
Chronomancer

20 Warriors
10 Immortals
Ghost Ark

Nightbringer
3 Skorpekhs

6 Scarabs
3 Tomb Blades

Lokhust Heavy Destroyer

Use Szarekhan as your dynasty for the free wound reroll. Ghost Ark will help keep Warriors alive and will be hard for him to kill. Lord will prevent attrition in a bad melee round and Chrono will put 5++ on Warriors to blunt strong melee. If you have a Warden it would help to fallback and shoot. Nightbringer is stupid good - don't use him carelessly - small arms WILL knock off 3 wounds. Scarabs hold a rear objective as do Immortals who provide fire support. Skorpekhs counter punch if possible. Tomb Blades don't fight - use them for secondaries.

Make sure you don't ball up too much.

Also remember that the LHD is infantry and can do actions if you need him to while he heals.






Thank you mate! any specific weapon choices i should take with the units?


Automatically Appended Next Post:
as well as what gear should i give the Chronomancer

This message was edited 1 time. Last update was at 2021/06/10 18:02:29


 
   
Made in us
Decrepit Dakkanaut





ImitableRogue wrote:


Thank you mate! any specific weapon choices i should take with the units?


Automatically Appended Next Post:
as well as what gear should i give the Chronomancer


Give the Chrono the lance - you'll probably have to squeeze off an immortal.
Warriors generally get the reaper ( short range ) in my lists, but they can be trickier to use against a melee army.
Immortals I am partial to Tesla, but either choice is fine.
Tomb Blades - probably Gauss Blasters.

If you want some flexibility give the Chronomancer the Veil of Darkness, too.


This message was edited 2 times. Last update was at 2021/06/10 20:53:29


 
   
Made in us
Wicked Ghast




if you're new to the game, the best advice I can give you is to get away from Dakka. When you're set and you have decided whether you like or don't like the game, then I would return.

Seriously, I'm not being an ass, I'm just telling you my honest take on it.
   
Made in us
Perturbed Blood Angel Tactical Marine




I happen to play both of these armies so can maybe provide some helpful comments:

With the units you have available to you, I think you are going to need to make peace with the idea that he's going to be doing a lot more killing than you. Your goal is to be as tough a nut to crack as you can be while controlling primaries and be clever with your secondary scoring.

For dynasty, I'd go with relentless expansionists for the pre game move and the eternal conquerers for the obsec on all your models (except Nightbringer) and double obsec on your warriors and immortals. It might seem counterintuitive to want to move towards the melee army immediately but you're not going to have a lot of 1st turn shooting due to lack of range on your units with guns and of you sit back, you are just inviting him to pin you back away from the midboard objectives. You want to use your obsec units to get on an objective and start collecting primary points asap and then be an absolute chore to remove for the remainder of thr game.

For HQs, I'd proxy your overlord as a chronomancer for the 5++ ability and proxy Anrakyr as a Royal Warden to get access to fall back/shoot/charge for your big warrior unit. Take a lord with the relic res orb. For the most part all these characters are going to babysit and buff your warriors to keep them in the game. I'd pay a pregame CP for an extra relic to give the Royal Warden Veil of Darkness so you have a quick reset button to react to your opponents movements. You don't necessarily need to make giant leaps up the board with the veil. Sometimes you just want to be able to reset a vital screen that you otherwise might not have had the movement for.

You're going to want to use Nightbringer as a highly threatening midboard countercharger. Leave him behind obscuring or LoS blocking terrain but within charge range of an objective you are holding if you can. You don't want to throw him away to fight some lowly unit like assault intercessors if you can avoid it, use him to lay waste to his Sanguinary Guard/Bladeguard Veterans or whatever his nasty hammer is that he pushes into midboard to clear your objective holders.

Split the immortals into two separate squads to give you more units to perform actions with and cover objectives. The double obsec will make them good objective holders even with a couple casualties. It also gives you a sacrificial pawn to stick on a point midboard point and force your opponent to deal with. Then you kill whatever he sends after the bait.

Use the Skorpekhs similar to the nightbringer. A squad of three has a decent shot at wiping a 5 man intercessor squad on the charge. Any unit bigger than that or with invuln saves and they will get bogged down and take casualties that will quickly dampen their effectiveness.

BA have tons of AP on their melee weapons and enough attacks on the charge to seriously mess up your 20 man warrior squad but he'll need more than a single 5 man unit to wipe them in one fight phase. That's going to give you opportunity to use a ghost barge and/or a res orb to bring a bunch of guys back. Since it's one time use, don't use the res orb if you are only 4-5 models down from starting strength. It's your emergency button for after he kills half or more of the squad.

BA are a lot less dangerous when they get trapped in a sustained fight. Their special bonuses to attacks and to wound rolls are only active when they charged/were charged/heroically intervene. This means that if you can survive the first round of fighting with your big blob of warriors, you'll have a fair shot at drawing out the fight while you sit collecting primary points for having more obsec models on the objective.

Have your tomb blades and scarabs run around holding board edge objectives and performing actions or scoring secondaries. Don't expect them to do any killing. They are all about scoring victory points through primary and secondaries.

Be aware that your opponent is going to have the ability to deepstrike throughout the game. BA have access to a couple strats that allow phobos and jump pack infantry to be placed into reserves from the board and redeployed next turn. Try to be clever about not leaving attractive areas of the board for them to land out of deepstrike. They need to stay 9" away from the nearest enemy model when they come in, so if you can string out your immortals or your scarabs in your backfield, you maximize the space they can't land in.
   
Made in gb
Devastating Dark Reaper





ImitableRogue wrote:

Thank you mate! any specific weapon choices i should take with the units?


I strongly recommend dispersion shields on the lychguard and to consider bumping the unit up to 10 at some point. They are an extremely capable, hard hitting and resilient unit that can benefit from my will be done, lords will and resurrection orb as they are core. If you do decide to go with the staves though then they should be your primary target for the chronomancer's ability, otherwise use it on the skorpekhs who are hard hitting but surprisingly fragile.

I like reapers on the warriors, a blob of 20 puts out a lot of hurt. Due to their short range they really do need a delivery system and some support though - I like a Royal Warden with Veil of Darkness relic. He can teleport the whole unit into range for a punishing alpha strike and then pull them out of combat whenever they get engaged.

The Nightbringer is an extremely powerful unit and potentially the star of your army. He is also by far your best way of dealing with Marine characters rampaging through your lines - something which you are otherwise hard pressed to counter. He does require very careful use though - stat wise he is extremely fragile and most of the nightbringer's resilience comes from the cap of no more than 3 wounds *per phase*. You need to position carefully to minimise the phases he can take damage in. Charge his target with something else first to avoid taking overwatch damage in the charge phase (and also clean up any pesky thunder hammers that might be left after he attacks) and position models around him to soak up smites in the psychic phase. Use obscuring cover where possible. Also watch out as some stuff can deal damage in the movement phase - one example is that stuff you kill with your C'tan powers (which happen during the movement phase) might decide to shoot you in the face with a melta weapon under the effect of a nearby Ancient. You regain 1 wound per command phase, 2 with one of the protocols, if you can take damage in only 1 phase per turn you will get many turns of stomping on your enemies army. There is a fine line between the nightbringer being an unstoppable killing machine and a very expensive addition to your dead pile.

Use your nightbringer, lychguard and skorpekhs + lord as counter charge units. Use the warriors and scarabs to take the first hit. Use 5 strong immortal units and deathmarks for sitting on objectives giving fire support. The Skorpekh lord is something I recently started looking at as a hard hitting combat unit that can use look out sir and the lychguard's bodyguard ability to avoid incoming fire, something which the normal skorpekhs are very vulnerable to.

Finally I'd tend to recommend using the ark as a ghost ark. The doomsday ark just got a points drop and is actually very viable compared with the doomstalker but my reasoning is mostly practical if you ever intend to paint it - assembling and painting the ark model will give you a new understanding of pain and suffering. It has a massive surface area for cleaning mold lines off. It also really needs to be painted before full assembly - I got it down to 9 separate parts by gluing the passengers and guns onto each rib section, then painting the front and back halves as a separate batch due to the size and gluing the 9 pieces together after painting. Given any sane person will never want to do this again make the first a ghost ark, which you only want 1 of and does something unique, and then use doomstalkers for long range fire support as they are a push to fit model that is fairly easy to paint.
   
 
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