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		<title><![CDATA[Latest posts for the thread "1750 necrons"]]></title>
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				<title>1750 necrons</title>
				<description><![CDATA[ JUst a quick Idea I had for a list with some Monoliths and the Nightbringer. <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Night Bringer<br /> <br /> Troops:<br /> <br /> 10 warriors<br /> 10 warriors<br /> <br /> Elites:<br /> 10 immortals<br /> 10 immortals<br /> <br /> Heavy Support:<br /> Monolith<br /> Monoith<br /> <br /> Do you guys think this could work? Or am I better off with another squad of warriors and a Lord with Orb instead of the Nightbringer? ]]></description>
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				<pubDate><![CDATA[Sun, 23 Nov 2008 21:15:29]]> GMT</pubDate>
				<author><![CDATA[ extrenm(54)]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ another 10 warriors and a lord with orb, all your oponent would have to do is drop a pie plate on your warriors and its phase out time.]]></description>
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				<pubDate><![CDATA[Sun, 23 Nov 2008 21:18:57]]> GMT</pubDate>
				<author><![CDATA[ Xav]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ Yhaaa.. also the night bringer is weedy.. Don't use it you'll never get any sports points.<br /> <br /> Also bring more warriors]]></description>
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				<pubDate><![CDATA[Sun, 23 Nov 2008 21:29:59]]> GMT</pubDate>
				<author><![CDATA[ Golga]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ <blockquote><div><cite>Golga wrote:</cite>Yhaaa.. also the night bringer is weedy.. Don't use it you'll never get any sports points.<br /> <br /> Also bring more warriors</div></blockquote><br /> <br /> so you cant use a model that is in the codex, to which you may give no extra options, because you may not get many sports points? man soft scores are rubbish. next youll turn round and say i cant take big mobs of ork boyz. ]]></description>
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				<pubDate><![CDATA[Mon, 24 Nov 2008 01:45:51]]> GMT</pubDate>
				<author><![CDATA[ Regwon]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ The reason you don't take the nightbringer:<br /> <br /> 1) People ding your comp scores for no reason<br /> <br /> 2) Its horrible rules wise<br /> <br /> 3) It can be completely negated merely by walking away from it<br /> <br /> <br /> <br /> As to the army itself:<br /> <br /> Incredibly low phaseout number due to the inclusion of several high point models that don't count towards the phaseout limit.<br /> <br /> You need more warriors essentially, drop the nightbringer, get an orb lord and some warriors, and possibly a veil of darkness on the lord to pop around the board if needed.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 24 Nov 2008 02:06:02]]> GMT</pubDate>
				<author><![CDATA[ Target]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ This is kind of off Topic, but I would definitely disagree with your statements on the Nightbringer. Yes, it will lower comp score, but It is by no means Horrible, and in 5th edition with Run it most certainly cannot be ignored by moving away from it. It is a game breaking unit that some Necron lists can use very effectively. ]]></description>
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				<pubDate><![CDATA[Mon, 24 Nov 2008 03:24:34]]> GMT</pubDate>
				<author><![CDATA[ extrenm(54)]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ Use it if it works for you, but for me, I rejoice when my opponent brings one, as I know the most I'll be dealing with is a 24 inch lascannon every turn.<br /> <br /> <br /> Keep in mind, it can run now, but so can all of its targets<br /> <br /> What changed?]]></description>
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				<pubDate><![CDATA[Mon, 24 Nov 2008 04:16:55]]> GMT</pubDate>
				<author><![CDATA[ Target]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ The only thing I don't like about this list is that it hinges on the Nightbringer. If you go up against dedicated assault armies without the NB (say he gets dropped by rending <span class="glossaryitem" onmouseover='gp(5);'>AC</span>, for example), you're done. If you go up against an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> gunline from hell (say the NB gets shot to death early on), you're done.<br /> <br /> Otherwise, I see this as a very scary list. Any army that can't field multiple Str10 weapons to drop the Monoliths and/or the Nightbringer is going to be in for a hard fight.<br /> <br /> CK]]></description>
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				<pubDate><![CDATA[Mon, 24 Nov 2008 05:20:06]]> GMT</pubDate>
				<author><![CDATA[ Corpsman_of_Krieg]]></author>
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				<title>Re:1750 necrons</title>
				<description><![CDATA[ I haven't played against the Night Bringer before but from the necron opponents I have played the tactic to fighting you will simply be ignore it and make you phase out.<br /> Killing 30 Necrons with out the res-orb to protect them is easy.  especialy at 1750.  The monaliths will help your troops survive but with out a resorb the low count 10 man squads will fall quick particularly against any assault unit so now they are falling back. and easily below half strength.<br /> <br /> If you really like the Nightbringer i'd drop one Immortal squad and buy a lord with res-orb then beef up the troop squads.<br /> <br /> A Dark Eldar army would drop a squad per turn with dark lances alone not counting an assault from an Incubi retinue.]]></description>
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				<pubDate><![CDATA[Wed, 26 Nov 2008 00:33:21]]> GMT</pubDate>
				<author><![CDATA[ aleis]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ So, does this look any better?<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Lord w/ res orb<br /> <br /> Troops:<br /> 11 warriors<br /> 10 warriors<br /> <br /> Elites:<br /> 9 immortals<br /> 9 immortals<br /> 9 immortals<br /> <br /> Heavy support:<br /> Monolith <br /> Monolith]]></description>
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				<pubDate><![CDATA[Wed, 26 Nov 2008 05:53:28]]> GMT</pubDate>
				<author><![CDATA[ extrenm(54)]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ Looks nice, I like it!<br /> <br /> Monoliths can port in or just walk on, lots of nice strong 24 inch fire from the immortals, and a couple warrior squads.<br /> <br /> Everything should stay within the res orb range and it should be a pretty hard list.<br /> <br /> 49 Necrons means they'll have to get you below 11 or 12 guys, which will be quite hard and probably means you've lost anyhow.<br /> <br /> <br /> If you could, the only thing I'd say to try and find points for is a veil of darkness on the lord, so that way your relatively slow moving army can snatch an objective in the later turns.]]></description>
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				<pubDate><![CDATA[Wed, 26 Nov 2008 15:04:54]]> GMT</pubDate>
				<author><![CDATA[ Target]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ Better, I think.<br /> <br /> Not as much attention drawn to the Infantry -- your opponent will likely waste firepower failing to drop the Monoliths, leaving your Warriors and Immortals free to throw Gauss downrange.<br /> <br /> One minor tweak -- would you consider dropping that one Warrior in the 11-man squad to give your Lord Warscythe or Phylactery? Both upgrades would be very JIC (Just In Case), but both would benefit a lot more than having a single extra Warrior on the field, methinks.<br /> <br /> CK]]></description>
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				<pubDate><![CDATA[Sat, 29 Nov 2008 09:47:04]]> GMT</pubDate>
				<author><![CDATA[ Corpsman_of_Krieg]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ Thats a good idea. I think phylactery or warscythe is a much better option.]]></description>
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				<pubDate><![CDATA[Sun, 30 Nov 2008 00:11:12]]> GMT</pubDate>
				<author><![CDATA[ extrenm(54)]]></author>
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				<title>Re:1750 necrons</title>
				<description><![CDATA[ I happen to like the first list better, here's why (some of this has to do with personal preference and previous games):<br /> <br /> 1. I think the difference between 40 and 49 Necrons is not that big a deal for Phase Out.  I have found that most people will discount the effectiveness of a Necron Phalanx.  Here are some ways using all of your units in unison will help you be more resilient:<br /> <br /> a. With the hardened (T5) the Immortals will get <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> almost every turn (since there are 2 units it is pretty tough to kill all 20 in any given turn, and only <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 10 shots will deny <span class="glossaryitem" onmouseover='gp(142);'>WBB</span>...)<br /> b. The Warriors can come in Reserves from the board edge in the most uncontested areas of the board if the Immortals are taking a beating, or they can stay in the Phalanx and get <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> from each other, they can pull through Monoliths end-game for objectives.<br /> c. Monoliths - Besides being hard to kill (they often get ignored) they provide those extra <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> rolls for when Phase Out is the enemy's primary objective.  Not to mention the Immortals can hop in that portal to get better firing position and the Warriors can hop through to snag an objective, and both benefit from leaving combat if necessary.<br /> d. Especially against <span class="glossaryitem" onmouseover='gp(19);'>CC</span> armies, the Nightbringer/Monolith combo is a good deterrent.  You will usually be able to keep piddly units from tying you up, keep big beefy Carnifexes and High Strength <span class="glossaryitem" onmouseover='gp(19);'>CC</span> attackers away from your Monoliths, and keep those Expensive <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> units like Farseers with Spears from being too effective.<br /> e. One thing I can think of that would help this Phalanx to be more resilient would be for an Orb Lord to be right in the middle of all your foot troops... I wouldn't add him in this list, since that would mean losing some Immortals, and the Immortals add lots of flavor to the list in my opinion.<br /> <br /> 2. Nightbringer - I don't know why he gets such a bad rap, for example, Targetawg is insistant that he can be avoided easily, even with the new running rules the comeback is &quot;So what, everyone else can run as well...&quot;<br /> <br /> In reality, this almost never happens quite like he says.  If you commit your troops to escaping by using a run, you forego all other usefulness for that unit (in most cases).  They won't shoot, they probably won't assault, they are now dedicated to escaping.  Not such a bad deal for one unit to induce a 12&quot; Fear Bubble in this manner, especially if your main use for him is Phalanx Defense and Objective grabbing.  It doesn't always work like this, but its a good solid option that is generally pretty useful.  Even if you do commit to a chase, sometimes he actually does catch his prey, since he ignores terrain it may just take a bad difficult terrain roll, bad run roll, good run rolls by the Nightbringer, or some cleverly concieved trap to overtake a fleeing unit.  I sometimes even forget to use his <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 9 shooting attack, since it doesn't even factor into how I use him in games, when it does blow something up its just a bonus.<br /> <br /> Usually I find his main use is adding a layer of defense against <span class="glossaryitem" onmouseover='gp(19);'>CC</span> armies, something the Necrons can use a little help with.<br /> <br /> 3. Monoliths - I usually use the Monoliths in one of 3 ways, depending on the Mission, Board Setup, and Rolls for First turn.  1&gt; if going last, I will almost always deepstrike them both.  2&gt; if going first on a board with Table Quarters or Table Halves, I will place at least one Monolith in the center to create a bulge of safety for my foot troops.  3&gt; if the enemy has very little ranged ways to defeat a Monolith, I just put them front and center where I want my Phalanx to wedge.<br /> <br /> Also, I find that the Ordnance can be just what the doctor ordered for many occasions, including blowing up vehicles with the +1 on the damage chart for AP1, the AP3 goodness for all those <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> out there and sometimes tough baddies like Tyrant Guards, Zoanthropes not in synapse for that Instant Death, Wraithguard, Crisis Suits, other Necrons, etc...  I find there are always good targets for a large AP3 Template.<br /> <br /> And who doesn't enjoy saying &quot;These 11 units all take <span class="glossaryitem" onmouseover='gp(24);'>d6</span> <span class="glossaryitem" onmouseover='gp(123);'>STR</span> 6 AP4 hits, lets start rolling, this might take a while...&quot;  I think one game I got something like 35 hits with the thing in one round.<br /> <br /> <br /> So, to Recap, my vote is to take the original list and have fun with it, I think it could be pretty effective.  <br /> <br /> Also - I have run an 1850 Pt. List that looked something like:<br /> Nightbringer<br /> Destroyer Lord with Phase Shift and Warscythe<br /> 20 Warriors<br /> 3 Monoliths<br /> 3 Wraiths<br /> Leftover points split into 2 Scarab Squads, I think 5 in each<br /> <br /> 1 of the Scarab Squads joined the Lord for a while to Turboboost into action with some 2+ Cover Save protection.  Then the Lord and Nightbringer chopped things up, while the Monoliths deepstriked all over the place to shoot things, and the Wraiths jumped through the portal to get on their weak back lines.  Warriors were in Reserves so they didn't come out right away and by the time they did everything was engaged so there wasn't too much Phase Out threat.  Looking back my buddy said he should have single-mindedly concentrated on the Warriors for Phase Out, I still don't know if he would have had the resources to get to them and kill them.<br /> <br /> Sorry for the LOOONG post, I am at work and its something I have been typing all day.]]></description>
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				<pubDate><![CDATA[Tue, 2 Dec 2008 22:56:30]]> GMT</pubDate>
				<author><![CDATA[ ubersnax]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ its not that the nightbringer is bad.... its that the deciever is cheaper and does the same stuff plus some more <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 3 Dec 2008 02:28:36]]> GMT</pubDate>
				<author><![CDATA[ frgsinwntr]]></author>
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				<title>Re:1750 necrons</title>
				<description><![CDATA[ I like the Nightbringer for his extra killing power.  I find that the Deceiver is SUPER hard to pin down and kill, since he gets to decide when he wants to fight.  Also, he gives lots of army bonuses (repositioning, morale checks/pinning, etc...).  I still like to use him in other lists, for instance a combination with Pariahs can mean lots of useful pinning.  But for actual killing power, the Nightbringer is unbeatable.  The extra point of <span class="glossaryitem" onmouseover='gp(123);'>STR</span> means instakilling T5 multiwound models (not that there are too many of those), the extra attack means more dead Carnifexes, the large blast template attack and the special power that makes little guys run away gives him much of the same survivability and lack of getting pinned down by piddly meat bundles that the Deceiver has.  All in all, if you aren't looking for the Grand Illusion bonus for your deployment strategy, and you aren't in the mood for trying to pin/fear things with High Leadership, the Nightbringer is the bada$$ of choice.<br /> <br /> <br /> ***EDITED FOR TYPOS***<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Dec 2008 13:58:52]]> GMT</pubDate>
				<author><![CDATA[ ubersnax]]></author>
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				<title>1750 necrons</title>
				<description><![CDATA[ the other problem I see is only 2 scoring units, if you get into a game with multiple objectives, and a single warrior unit dies, your in a pretty deep hole against pretty much anyone]]></description>
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				<pubDate><![CDATA[Wed, 3 Dec 2008 17:45:46]]> GMT</pubDate>
				<author><![CDATA[ 03bbrevenge]]></author>
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