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				<title>Necron mini-farm</title>
				<description><![CDATA[ Just had this idea for a low point Necron list-<br /> <br /> Overlord = 90<br /> 8 Warriors = 104<br /> 5 Warriors + <span class="glossaryitem" onmouseover='gp(574);'>GA</span> = 180<br /> 3 Spyders (1 Fabricator Claw Array, 1 Twin linked Particle Beamer) = 185<br /> 3 Scarabs = 45<br /> <br /> Total 604 pts<br /> <br /> 5 Warriors embarked on the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>, the Overlord with the 8 doing a phalanx routine in front of it and the Spyders hidden behind so that the FCA can fix the <span class="glossaryitem" onmouseover='gp(574);'>GA</span> and the scarabs get 3 bases each turn.<br /> <br /> On the first turn the formation moves forward so that the <span class="glossaryitem" onmouseover='gp(574);'>GA</span> and <span class="glossaryitem" onmouseover='gp(718);'>PB</span> can fire on the most forward placed models of the enemy. If not possible then it inches forward so that the frontmost elements are just over 24" from the enemy (unless Tau with a significant <span class="glossaryitem" onmouseover='gp(39);'>FW</span> presence, in which case simply advance to range ASAP). 6 Scarabs at this point.<br /> <br /> On the second turn if the Army is in range then the warriors and <span class="glossaryitem" onmouseover='gp(574);'>GA</span> open fire, the Spyders and Scarabs advance towards an enemy flank while staying close enough to the <span class="glossaryitem" onmouseover='gp(574);'>GA</span> so that the FCA spyder could fix it if needed. If not, the Warriors run into range, the <span class="glossaryitem" onmouseover='gp(574);'>GA</span> advances 6" and fires and the farm advances behind it, Scarabs Running towards a flank but keeping within range of the Spyders . 9 Scarabs.<br /> <br /> Third turn the phalanx does its thing (what's left of it anyway), a 12 base scarab unit charges the closest enemy it can and the spyders do their best to keep up and keep spawning.<br /> <br /> Nomnomnomnomnom...<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Sun, 20 May 2012 10:31:34]]> GMT</pubDate>
				<author><![CDATA[ Galorian]]></author>
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				<title>Necron mini-farm</title>
				<description><![CDATA[ Well, 604 points is a strange number - any reason for that?<br /> <br /> Thing is, the warriors rapid fire weapons means that they won't be able to fire while they (or the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>) are moving until the enemy is within 12".  <br /> <br /> Unless there is a reason for the points limit, add Phaeron, Warscythe, <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, <span class="glossaryitem" onmouseover='gp(442);'>PS</span> and Res Orb to the Overlord.  He will then make the warrior unit relentless.<br /> <br /> If you have additional models, take 2 Cryptek (HoDestruction with Eldritch lances, solar pulse).  Put all the warriors in a big block in front of the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>, and put the Crypteks in the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>. <br /> <br /> This will take you up around 800 pts, so you can trim options as required.  <br /> <br /> Generally though, Naked overlords are only used when you are trying to get a Royal court.  In most usage the Overlord has a Warscythe and <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>.  For the points, its a steal.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> For an awesome unit, add a <span class="glossaryitem" onmouseover='gp(547);'>CCB</span> to an overlord.]]></description>
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				<pubDate><![CDATA[Sun, 20 May 2012 12:56:58]]> GMT</pubDate>
				<author><![CDATA[ MarkCron]]></author>
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				<title>Necron mini-farm</title>
				<description><![CDATA[ <blockquote><div><cite>MarkCron wrote:</cite>Well, 604 points is a strange number - any reason for that?<br /> <br /> Thing is, the warriors rapid fire weapons means that they won't be able to fire while they (or the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>) are moving until the enemy is within 12".  <br /> <br /> Unless there is a reason for the points limit, add Phaeron, Warscythe, <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, <span class="glossaryitem" onmouseover='gp(442);'>PS</span> and Res Orb to the Overlord.  He will then make the warrior unit relentless.<br /> <br /> If you have additional models, take 2 Cryptek (HoDestruction with Eldritch lances, solar pulse).  Put all the warriors in a big block in front of the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>, and put the Crypteks in the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>. <br /> <br /> This will take you up around 800 pts, so you can trim options as required.  <br /> <br /> Generally though, Naked overlords are only used when you are trying to get a Royal court.  In most usage the Overlord has a Warscythe and <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>.  For the points, its a steal.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> For an awesome unit, add a <span class="glossaryitem" onmouseover='gp(547);'>CCB</span> to an overlord.</div></blockquote><br /> <br /> I was trying to fit it in a ~600pts army, and I'm too much of a perfectionist to let 9pts go to waste so I put in another warrior.<br /> <br /> Way I figured in a 600pts game a 12+ base scarab unit would be a major advantage (135pts of units spawned mid battle is 22.5% of the point cap and the Spyders can keep on spawning for as long as they're alive and in range after that point)- the Phalanx is just there to buy the Spyders time to spawn and hopefully have a few survivors around to hold objectives later on.<br /> <br /> The idea is that the <span class="glossaryitem" onmouseover='gp(574);'>GA</span> and the Warriors get inside their 24" range and then hold their ground as a meat shield for the farm, they wouldn't need to move from that spot until the scarabs assault, at which point they can break off to take objectives, letting the Scarabs and the Spyders deal with remaining enemy forces.<br /> <br /> In higher point games the enemy is likely to have more heavy weaponry that would insta-kill the Scarabs and the farm's output would account for a smaller percentage of the army, making them less and less attractive as the point limit goes up.<br /> <br /> Also note that the Phaeron, Warscythe, <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, <span class="glossaryitem" onmouseover='gp(442);'>PS</span> and RezOrb upgrades total at an extra 135pts above the Overlord's base 90, making him a 225pts model. For the same price I could take Imotekh and have his storm keep my units out of harm's way for a few turns while the farm works on top of dishing out a few random attacks with lightning strikes.<br /> <br /> Unless I'm facing a serious close combat threat most of these upgrades would be near useless, and a "light" close combat threat I could simply focus fire against as it closes the distance or counter charge with the Scarabs- after all, the Warriors are mostly there to buy time anyway and the Spyders can keep spawning scarabs even if the scarab unit is in melee.]]></description>
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				<pubDate><![CDATA[Sun, 20 May 2012 13:38:51]]> GMT</pubDate>
				<author><![CDATA[ Galorian]]></author>
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				<title>Necron mini-farm</title>
				<description><![CDATA[ .... and then Abaddon walked in and beat up your entire army... by himself! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Just kidding.... but I wouldn't really do a farm in such a low points game. What if your 3 scarabs die on the 1st turn? If that happens you can't spawn them and you're basically screwed.]]></description>
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				<pubDate><![CDATA[Sun, 20 May 2012 19:44:36]]> GMT</pubDate>
				<author><![CDATA[ EnormousName]]></author>
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				<title>Necron mini-farm</title>
				<description><![CDATA[ <blockquote><div><cite>EnormousName wrote:</cite>.... and then Abaddon walked in and beat up your entire army... by himself! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Just kidding.... but I wouldn't really do a farm in such a low points game. What if your 3 scarabs die on the 1st turn? If that happens you can't spawn them and you're basically screwed.</div></blockquote><br /> <br /> Hmm... Good point, but can't that be avoided by hiding them behind the Ghost Arc and Spyders?<br /> <br /> That way only barrage ordenance weapons could do the trick and not reliably (scatter being what it is).]]></description>
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				<pubDate><![CDATA[Mon, 21 May 2012 01:57:02]]> GMT</pubDate>
				<author><![CDATA[ Galorian]]></author>
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				<title>Necron mini-farm</title>
				<description><![CDATA[ <blockquote><div><cite>Galorian wrote:</cite><br /> <br /> Way I figured in a 600pts game a 12+ base scarab unit would be a major advantage (135pts of units spawned mid battle is 22.5% of the point cap and the Spyders can keep on spawning for as long as they're alive and in range after that point)- the Phalanx is just there to buy the Spyders time to spawn and hopefully have a few survivors around to hold objectives later on.</div></blockquote><br /> Sounds like a good theory.  However, even at 600pts you are going to find template weapons that will toast the scarabs and at the end of T1, you are only going to have 6 bases.  Also, you have no night fight protection in T1.  I suggest you would want to have a reasonable sized swarm (6-8) by T2 (because you should be assaulting T2)<br /> <br /> <blockquote><div><cite>Galorian wrote:</cite>The idea is that the <span class="glossaryitem" onmouseover='gp(574);'>GA</span> and the Warriors get inside their 24" range and then hold their ground as a meat shield for the farm, they wouldn't need to move from that spot until the scarabs assault, at which point they can break off to take objectives, letting the Scarabs and the Spyders deal with remaining enemy forces.<br /> <br /> In higher point games the enemy is likely to have more heavy weaponry that would insta-kill the Scarabs and the farm's output would account for a smaller percentage of the army, making them less and less attractive as the point limit goes up.</div></blockquote><br /> You only need an S6 weapon to instakill scarabs.  There are quite a lot of those around.  Also, because of the rep they are getting, people KNOW to kill the scarabs first because they are fast.  Depending on who you normally play, the target priority will have <span class="glossaryitem" onmouseover='gp(574);'>GA</span>, Scarabs at priority 1, then the warriors, then the Spyders (because they are slow).  <br /> <br /> <blockquote><div><cite>Galorian wrote:</cite>Also note that the Phaeron, Warscythe, <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, <span class="glossaryitem" onmouseover='gp(442);'>PS</span> and RezOrb upgrades total at an extra 135pts above the Overlord's base 90, making him a 225pts model. For the same price I could take Imotekh and have his storm keep my units out of harm's way for a few turns while the farm works on top of dishing out a few random attacks with lightning strikes.</div></blockquote><br /> Good point and a great idea.  Imotekh is a Phaeron so you get more shooting, he has phase shifter for an invul save, and Gauntlet for some <span class="glossaryitem" onmouseover='gp(19);'>CC</span> protection (as well as lightning!).  <br /> <br /> I was speccing up the overlord so he becomes a credible threat by himself, so assuming your plan (mostly) works while the warriors are off taking objectives he can be contesting another (and distracting enemy away from your troops).<br /> <br /> <blockquote><div><cite>Galorian wrote:</cite><br /> Unless I'm facing a serious close combat threat most of these upgrades would be near useless, and a "light" close combat threat I could simply focus fire against as it closes the distance or counter charge with the Scarabs- after all, the Warriors are mostly there to buy time anyway and the Spyders can keep spawning scarabs even if the scarab unit is in melee.</div></blockquote><br /> I'm not convinced you will be able to focus fire enough (18 S4 AP4 shots is nothing to sneeze at, but you have to stay still and shoot your ENTIRE force at 1 unit to get that  - if they are outside 12 inches).  Don't forget you will be seeing jump infantry, drop pods and mech at this point level so you may not be able to count on rapid fire.   In my experience, a light <span class="glossaryitem" onmouseover='gp(19);'>CC</span> threat (say 2 squads of 5 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Marines) will roll 5-8 warriors (and take the Overlord through <span class="glossaryitem" onmouseover='gp(434);'>SA</span>).<br /> <br /> Overall My suggestion would be to adjust the list so you use the Spyders to protect the scarabs T1 (start them 5" in front of the scarabs), increase the number of scarab bases by 2 at T1 and put Phaeron on the Overlord.  You'd pay for this by dropping a couple of warriors and the Particle Beamer (because in your list you cannot have the spyders standing still).<br /> <br /> my 2c!<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 21 May 2012 02:15:10]]> GMT</pubDate>
				<author><![CDATA[ MarkCron]]></author>
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				<title>Necron mini-farm</title>
				<description><![CDATA[ Thanks for the input. <br /> <br /> I'm not really planning on building this army, as it'll cost far too much to assemble the models from scratch and later on I'd probably be setting up higher point cost armies anyway, but it is an interesting idea.]]></description>
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				<pubDate><![CDATA[Mon, 21 May 2012 15:07:11]]> GMT</pubDate>
				<author><![CDATA[ Galorian]]></author>
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