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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Nemesor Zahndrekh - He is mainly here because A. He opens up a court B. I have a few units that would benefit from tank hunter<br /> <br /> Overlord, Warscythe, Mindshackle Scarabs, Sempiternal Weave, Catacomb Command Barge - Barge lord, basic, keep him cheap, opens court<br /> <br /> 2x Triarch Stalker, Particle Shredder - These are the core that I built the list around. I want to run two of these bad boys I went with the shredder because I liked the potential opportunity to twin link against multiple targets with a shot. Also with their size they should make good shields for my troops<br /> <br /> 10 immortals Gauss<br /> Harbinger of Transmogrification<br /> Harbinger of the Storm, Lightning field<br /> <br /> 10 immortals Gauss<br /> Harbinger of Transmogrification<br /> Harbinger of the Storm, Lightning field<br /> <br /> The idea with these is that they shoot at either infantry or vehicles, hope for a result on the chart. Either way they give them some manner of difficult terrain check. Also once the enemy is within 12 the storm has his staff as well as the lightning field if I get successfully charged. Should stop lone characters from trying to run in and eat them alive too much, also good protection against potential walkers or other such things.<br /> <br /> 5 warriors<br /> 2 Harbinger of Destruction - one with pulse<br /> <br /> 5 warriors<br /> 2 Harbinger of Destruction - one with pulse<br /> <br /> Objective sitters that can put out some distance hurt while hopefully staying safe. I like splitting up my lance courts since I can now target two different things, and with the way I plan to run my triarchs them getting the twin linking makes up for the loss of the chronometron.<br /> <br /> 2x doomsday ark - my feelings on these are that one by itself is easy to avoid and hide from. Two however placed in the corners will really limit an opponents deployment options, especially if I go first with the doom scythe. Taking advantage of that extreme range. Outflankers could be a problem, but they don't show up until turn two.<br /> <br /> doom scythe - Pretty straight forward with this guy. Go first, he is on the board getting tank hunter. Go second, he is in reserve and something else gets an ability.<br /> <br /> Depending on opponent, scenario and other factors like terrain I could almost see myself setting it up as two separate identical forces. Now either my opponent can go all out and try to crush one flank, leaving him exposed to the long range from the other one, or will have to separate and try to engage both forces at the same time. With this list I am going for board control as well as threat saturation. Now naturally this list is all conjecture at this point but I hope to get in some practice games with it and make tweeks as necessary. I will try to get my friends to proxy some of the more popular net lists(see grey knights) as well as other types of mech lists just to see how it would fare. Honestly my biggest concern is tau because of things like jump shoot jump, but with the amount of <span class="glossaryitem" onmouseover='gp(269);'>ID</span> I have as well as the ability to put the hurt on his tanks I am not to worried. It is just him killing my tanks that I worry about. ]]></description>
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				<pubDate><![CDATA[Thu, 3 May 2012 08:38:21]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ You sure you really want to give the Immortals gauss? I mean, yeah, it's better against vehicles, but... you've already got a Storm-tek attached to the unit. With 4 twin-linked Haywire shots, I'm fairly certain vehicles are pretty much going to be taken care of.<br /> Besides, tesla carbines will make them much more mobile (plus, we all know how much tesla LOOOOVES being twin-linked).<br /> Also, if there was some way to free up points to give those Tremor-teks crucibles, I would HIGHLY recommend it.]]></description>
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				<pubDate><![CDATA[Thu, 3 May 2012 12:32:48]]> GMT</pubDate>
				<author><![CDATA[ skoffs]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Not sure on this list. It does certain gunline element good, but the Overlord is a single distraction unit, who will be speeding ahead with just a single weaker Doom Scythe for support.<br /> <br /> The Triarch Stalkers should always have the heat ray. I can't remember how many shots the partice thingy shoots, though the heat ray fires two shots and should hit one on average. Plus it gives AP1 which Necrons lack.<br /> <br /> I am also not sure on the Doomsday Arks, this is probably because I am not a fan of them. You have to hold position to fire and when they do fire they are AP1, so going for vehicles, but don't have <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> armour pen, ever rolled a 1 to pen a Razorback? It's not cool! Annihilation Barges would fit the list better, cheaper and better units, fire more shots and can sit at range with your Necrons.]]></description>
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				<pubDate><![CDATA[Thu, 3 May 2012 14:05:00]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ I dunno, I sorta like the Doomsday Arks. Yeah it really sucks that they don't have Ordinance. Yeah it really sucks that they are 175 points. Yeah it sucks that if you move you fire a wimpy shot. But if they're shooting at something that the Stalkers have marked you have a much better chance of destroying it completely. The Gauss immortals and Crypteks can offer <span class="glossaryitem" onmouseover='gp(482);'>AT</span> against things like transports. Once the enemy is on foot, the doomsday arks can obliterate them. <br /> <br /> Rolling a 1 to pen pretty much always sucks. But getting a direct hit on a unit of Terminators or Marines with a Strength 9 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 blast? That can make up for it.]]></description>
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				<pubDate><![CDATA[Thu, 3 May 2012 15:25:02]]> GMT</pubDate>
				<author><![CDATA[ Reckoner]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Well I wouldn't say you have better chances of destroying it completely when using in combo with a Stalker. It's better to say you have better chances of hitting, you still stand the same chances of destroying the target as before <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 3 May 2012 15:31:35]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>Re:WIP 2k Gunline Necrons</title>
				<description><![CDATA[ I was speaking in an overall sense. A more accurate gun has a better chance of destroying its target, <i>because </i>it has a better chance of hitting its target. ]]></description>
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				<pubDate><![CDATA[Thu, 3 May 2012 17:02:32]]> GMT</pubDate>
				<author><![CDATA[ Reckoner]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Doom scythe with tank hunter will auto pen razorbacks, rhinos, as well as have a 50% chance of destroying them(+1 on the chart from AP1) <br /> Scythe lord is not going to just go out and make a fool of himself by himself.  With a 24 inch threat range on a unit or 12 and a assault, he could also benefit from tank hunter.  Run over one, get out and then charge another. <br /> <br /> Like I was saying, it is about limiting your opponents potential actions.  I Took the gauss because the way my list is built, I am okay at 24, but more likely than not I expect them to try and close on me versus the other way around.  I could see some of the mech lists being a pain, however solar pulses will restrict their range shooting and <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 12 isnt really too scary for me.  Plus the doom scythe will force them to either risk it or spreadout. <br /> <br /> Also I have a hard time getting over the teslas lack of <span class="glossaryitem" onmouseover='gp(6);'>AP</span>.  One thing I have learned is that if they get a chance to roll they can make it, if you make em roll they can fail.  Now that may sound counter productive but it basically boils down to.  If you can remove their ability to roll from the equation than do it.  If you cant then make them roll a lot.  I was also thinking about trying to work in a <span class="glossaryitem" onmouseover='gp(477);'>WW</span> ctan, just for the additional keeping them out of terrain.  The 1/6 should help make up for the lost casualties I would get for their cover saves.  Not the same as getting them in the open but 1/6 die with them being more likely to go to ground? yes please. ]]></description>
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				<pubDate><![CDATA[Thu, 3 May 2012 17:22:59]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Well my friend was doing mech Blood angels and his attack bikes were just destroying everything. Crap dice didnt help but still it showed me some of the weaknesses in the list. I need to be more conservative in my deployments, farther back. One way is that I can deploy the doom arks sideways so that they are further away and then pivot them since that doesn't count as moving. I also need more range anti tank, my lance crypteks were the stars. I also need more units so that it isnt mephiston eating a unit a turn. So with that in mind I made a slight change to the list. The particle shredder was nice, I got twin-linking against 4 targets with one shot, however I made the mistake of firing some of my other units first so I am still learning with them. I also found that although the 5 man units are small, with the court they effectively become a 7 man unit so its not bad for survivability. Nemesor with a chronometron is awesome for taking those tough wounds and making a unit last longer. I also need to get a lot more practice using his ability and planning my turns in advance. A couple of times I felt that if I had planned my turn better it would have worked out. Like I knew I was not going to shoot my immortals and they were going to charge a rhino with my warscythe, If i had given them furious charge I might have gotten a chance to take out the second rhino instead of just glancing it. Also found that without scarabs tomb spyders are kinda meh so I replaced them with wraiths to see how it works. All in all I think that a lot of what I need is more practice with the necrons.<br /> <br /> 1 Nemesor Zahndrekh - same as before<br /> <br /> 1 Anrakyr the Traveller - My friend said to play him as being able to use his ability in a barge, so until I get an official <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> one way or another from <span class="glossaryitem" onmouseover='gp(473);'>inat</span> or the Nova tournament <span class="glossaryitem" onmouseover='gp(36);'>faq</span>.<br /> 1 Catacomb Command Barge<br /> <br /> 1 Triarch Stalker Particle Shredder - Same as before<br /> 1 Triarch Stalker <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Heavy Gauss Cannon - Same as before<br /> <br /> 5 Warriors - worked really well those first two turns since I had the pulses. They racked up the kills<br /> 1 Harbinger of Destruction Solar Pulse<br /> 1 Harbinger of Destruction<br /> 5 Warriors = same as above<br /> 1 Harbinger of Destruction Solar Pulse<br /> 1 Harbinger of Destruction<br /> 5 Immortals - I want to try these out, see how the increased durability works for them compared to the warriors<br /> 1 Harbinger of Destruction<br /> 1 Harbinger of Destruction<br /> 5 Immortals - Same as above<br /> 1 Harbinger of Destruction<br /> 1 Harbinger of Destruction<br /> 7 Pyrrhian Eternal - These guys get nemesor, or every once in awhile Anrakhy at the start so I can use the chrono on his tachyon arrow.<br /> 1 Harbinger of Eternity Chronometron<br /> <br /> 3 Canoptek WraithsParticle Caster x1 + Whip Coil x1 - My light counter assault unit.<br /> <br /> 1 Doomsday Ark - Its all in the name<br /> 1 Doomsday Ark - Its all in the name<br /> <br /> What are your thoughts about this one. Personally I am not a fan of lance courts very much, especially with the <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> nature of the tournament scene. Also since all of the weapons are gauss they can also hurt whatever the crypteks are firing at. Am kinda worried about focus fire, however I hope that the pulses from the first two turns will help me thin them out before they get too close. Also need more practice with deployment.<br /> ]]></description>
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				<pubDate><![CDATA[Thu, 17 May 2012 03:43:08]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Interesting.<br /> Do all the Immortals/Eternals have Tesla?<br /> (with the double stalkers in the army, I would hope so)]]></description>
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				<pubDate><![CDATA[Thu, 17 May 2012 03:53:17]]> GMT</pubDate>
				<author><![CDATA[ skoffs]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Nope, I just ran the numbers and gauss was just better, and for the targets the lances are going against most of the time they actually have a chance to hurt it.  I was thinking of maybe giving 5 tesla and making them mobile but I will have to see. ]]></description>
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				<pubDate><![CDATA[Thu, 17 May 2012 06:39:34]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Fair enough.<br /> Do let us know how it turns out.]]></description>
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				<pubDate><![CDATA[Thu, 17 May 2012 15:19:56]]> GMT</pubDate>
				<author><![CDATA[ skoffs]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ You can only use the chronometron on models in the cryptek's unit.]]></description>
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				<pubDate><![CDATA[Thu, 17 May 2012 16:36:26]]> GMT</pubDate>
				<author><![CDATA[ Necronic Angel]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Yep, he joins them for turn one, fires his arrow and then next turn gets in his barge.  I figured that since he was not gonna be in sweep range first turn anyway might as well fire it.  Now naturally it might vary based on if I go first/second and what my opponent does but it is an idea.  ]]></description>
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				<pubDate><![CDATA[Thu, 17 May 2012 21:25:15]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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				<title>WIP 2k Gunline Necrons</title>
				<description><![CDATA[ Needs more volume of fire.... You have lots of high strength shooting, but nothing to deal with hordes reliably. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> get annibarges and more immortals]]></description>
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				<pubDate><![CDATA[Thu, 17 May 2012 23:00:26]]> GMT</pubDate>
				<author><![CDATA[ Zid]]></author>
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				<title>Re:WIP 2k Gunline Necrons</title>
				<description><![CDATA[ So I tried out the other list and I must say it is starting to go better. I am still having trouble getting my target priorities right for the stalker before firing. I found that 3 wraiths was really not enough as they got bogged down in assault with a unit of attack bikers for 3 rounds and this was with average or slightly above average rolls and rending. Really it needs to be 6 or go home. I also lost because of a poor mobility and not paying attention to the objectives correctly. I had him by one kill point, however in <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> you need to win by three kill points.  We then tied on objectives and he had more table quarters.  If I had been thinking I could have easily taken two table quarters at which point victory points would have been the next order of business.<br /> <br /> I am getting better at playing to the mission, however in a game like this with three tiers of objectives I saw how easily it could go down to the third tier. So I made some adjustments trying to increase the mobility of my units to help with both table quarters and objectives.  I also think that I need to make a spreadsheet that I can fill in as the game goes along, just to make sure that I am keeping track of everything from victory points and kill points to table quarters.  I also think making a cheat sheet with strategies and ideas, as well as some basic <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> probabilities as well as vehicle damage probabilities would be helpful.  I find that one of my biggest problems is that I have a strategy and then without really thinking about it modify it on the fly(mainly cryptek placement), forgetting why I put them in that spot in the first place.  So writing it down and having it with me will help prevent these types of errors.<br /> <br /> Nemesor Zahndrekh<br /> <br /> I need to start thinking further ahead with his powers instead of just doing it on a whim. I need to factor in my opponents turn as well instead of just banking on what will happen this turn. I am starting to see how good he is more and more, but I need to start using him better,<br /> <br /> Overlord -  Warscythe, Mindshackle Scarabs, Sempiternal weave<br /> <br /> Anrakyr has been a bit of a letdown. Tachyon keeps doing nothing reliably, unfortunately that is mainly my dice and so I should not base him entirely on that, however I am also waiting to see how he gets FAQed in regards to mind in the machine from a transport and if he can't they much of his use gets restricted. The fact that I am missing out on mindshackle scarabs and Semipiternal weaves is really limiting for him.<br /> <br /> Catacomb Command Barge - I have to remember that it has a gun, being able to reliably kill one marine equivalent per turn is not something good to forget.<br /> <br /> Triarch Stalker<br /> <br /> Triarch Stalker<br /> <br /> I need to start getting better with target priority. The plus one on the chart is very powerful from the melta and worse case it can move forward, heavy flamer, and then bog down a unit for a long time.   I also want to try out heat ray to see how it compares.<br /> <br /> 5 Warriors<br /> 1 Harbinger of Destruction - Solar Pulse<br /> 1 Harbinger of Destruction<br /> <br /> Solid ranged Anti-Tank as well as shutting down shooting for a turn<br /> <br /> 5 Warriors<br /> 1 Harbinger of Destruction - Solar Pulse<br /> 1 Harbinger of Destruction<br /> <br /> Solid ranged Anti-Tank as well as shutting down shooting for a turn<br /> <br /> 5 Immortals<br /> 1 Harbinger of Destruction<br /> 1 Harbinger of Eternity - Chronometron<br /> <br /> Nemesor will go with this unit most of the time. The chronometron helps the lance by giving it a re-roll at some point, gives them good survivability against heavy ranged weapons and run in the shooting phase, combined with the monolith they also make a solid table quarter grabber.<br /> <br /> 9 Immortals<br /> 1 Lord - Warscythe, Mindshackle Scarabs<br /> 1 Harbinger of Despair -  Nightmare Shroud, Veil of Darkness<br /> <br /> I bought the nightmare shroud because it has good potential. If it works on a unit, I can follow up with 25% casualties making the unit auto run a second time, hopefully putting it off the board. If they are already running use it and the target will auto run again.  With a 27% chance of failing on leadership 8 and 18% chance on leadership 9, not bad for 10 points.  Also it is not a shooting attack and so can be used on a target separate from the rest of the unit.  Mindshackle lord is for assault defense, makes it so if they get charged by regular troopers they have a chance.<br /> <br /> I plan to castle up with most of my army, leaving these guys apart.   If my opponent ignores them, great table quarter and objective is mine.  If he does not I teleport away and leave those units flapping in the breeze.<br /> <br /> Doomsday Ark<br /> <br /> Doomsday Ark<br /> <br /> These guys are good, it is just the fact that last game I averaged a 6 inch scatter after <span class="glossaryitem" onmouseover='gp(14);'>BS</span> was factored in.  I am getting better at their placement however and my opponent is finding it more difficult to maneuver safely.<br /> <br /> Monolith<br /> <br /> I want to try it because it is very durable.  It also will enable me to reposition my army and get units out of trouble areas.  If i can get good at placing decoy units I will hopefully create a tactical dilemma for my opponent as if he goes after them but cant destroy them they get away and he is in a bad position.  Also if I feel the need to put my warriors in reserve I can determine when they are going to come out reliably this way, makes the trek across the table much safer. And reactive deep strike with Nemesor would be handy if it works.<br /> <br /> <br /> In regards to the volume of fire issue, I figured that multiple large blasts as well as a decent amount of rapid fire shooting would help to thin them out considerably.  Have not had a chance to playtest against a horde build yet, so that would be interesting.   Also with these lists I am trying to get doom arks to work.  If I cant then it opens up a whole new can of worms in how the list I am going to bring will function. ]]></description>
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				<pubDate><![CDATA[Fri, 18 May 2012 13:38:09]]> GMT</pubDate>
				<author><![CDATA[ Leth]]></author>
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