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		<title><![CDATA[Latest posts for the thread "1500 necron list just fluffy enough"]]></title>
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				<title>1500 necron list just fluffy enough</title>
				<description><![CDATA[ this is my first try at a 6th edition list<br /> <br /> destroyer lord	<br /> mss	<br /> sepiternal weave	<br /> <br /> wraiths x6	<br /> whip coils x3	<br /> <br /> scarabs x10	<br /> <br /> warriors x10	<br /> ghost ark	<br /> <br /> warriors x10<br /> ghost ark	<br /> <br /> Monolith	 <br /> <br /> anni barge x2	<br /> <br /> <br /> 	1420<br /> <br /> I'll spend the extra 80 points with either whip coils or decking the D. lord out. I already have the monolith and I want to play it. its just so iconic.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 04:23:33]]> GMT</pubDate>
				<author><![CDATA[ elcoop]]></author>
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				<title>Re:1500 necron list just fluffy enough</title>
				<description><![CDATA[ Looks fine mate. What about this as a small tweak though? Amost the same but adds an extra troop and the mobility/<span class="glossaryitem" onmouseover='gp(805);'>AA</span> of a Night Scythe..<br /> <br /> Destroyer lord, <span class="glossaryitem" onmouseover='gp(626);'>MSS</span>, <span class="glossaryitem" onmouseover='gp(124);'>SW</span><br /> <br /> 9 x Warriors, Ghost Ark<br /> 9 x Warriors, Ghost Ark<br /> 5 x Warriors, Night Scythe<br /> <br /> 6 x Wraiths<br /> 8 x Scarabs (or 2 x 4 Scarabs for extra targets/distractions..)<br /> <br /> 2 x ABarge<br /> Monolith<br /> <br /> 1499<br />  <br /> A lot of people mention a basic guide for troops in 6th ed is 1 x troop per 500 points. A good starting point (I think) until you get a feel for your army and how it works.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 05:38:48]]> GMT</pubDate>
				<author><![CDATA[ McBain]]></author>
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				<title>Re:1500 necron list just fluffy enough</title>
				<description><![CDATA[ So it looks like you're suggesting I run the wraiths with 1 whip coil. if that model dies then my death star is reduced to an assault deterrent. I like the idea of the shocksquad <span class="glossaryitem" onmouseover='gp(546);'>NS</span> plus the arks, but is it worth it to potentially jeopardize such a powerful unit?  <br /> <br /> BOOM<br /> I'll just drop one scarab<br /> viola 3 whip coils<br /> 1499 on the nose (by my horrid arithmetic)<br /> <br /> destroyer lord<br /> mss<br /> sepiternal weave<br /> <br /> 6 x Wraiths<br /> 3 x Whip coils<br /> 7 x Scarabs<br /> <br /> 9 x Warriors, Ghost Ark <br /> 9 x Warriors, Ghost Ark <br /> 5 x Warriors, Night Scythe <br /> <br /> <br /> 2 x ABarge <br /> Monolith <br /> <br /> That's a nice list to me. Thanks for the perspective man.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 06:32:28]]> GMT</pubDate>
				<author><![CDATA[ elcoop]]></author>
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				<title>Re:1500 necron list just fluffy enough</title>
				<description><![CDATA[ Looks good, although I'd double check the math as 3 x whips is 30 points and 1 scarab is 15.<br /> <br /> A good tactic for the small warriors in the <span class="glossaryitem" onmouseover='gp(546);'>NS</span> is to do a turn 5+ drop onto objectives to claim/contest.<br /> <br /> Good luck and enjoy the Crons - They are an enjoyable army to play with lots of options.]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 08:53:33]]> GMT</pubDate>
				<author><![CDATA[ McBain]]></author>
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				<title>Re:1500 necron list just fluffy enough</title>
				<description><![CDATA[ Both your list and McBains are great.  <br /> <br /> A third option to explore with that list is to get a 3rd Squad of 15 or more Warriors to run on foot and Sandwich them between the <span class="glossaryitem" onmouseover='gp(574);'>GA</span>'s.  I'd recommend doing this when you decide to start running Overlords to gain access to a Royal Court.  You should have the model from the Anni kit to try it out.  A Res Orb in the squad on the ground with the 2 Arks covering any losses tends to really demoralize your opponents.  If you find that you do like the Courts, then get in the habit of running 9 man squads in the Arks and adding a Destructek or Tremortek in those units.<br /> <br /> I only recommend this since your learning what Necrons can do and trying different things out.  They work well as a machine, and it's been my experience that when you start looking at ways of making what they have available from the start, they do much better than needing them later on.<br /> <br /> The things that stand out to me on your list that you should know:<br /> (I avoided using the word flaws, because the list isn't bad at all)<br /> <br /> * Whip Coils really don't really help on the turn you charge, especially if your opponent is in cover.  That unit isn't as much of a 'Death Star' as most would believe.  Most players already know or figure out really fast to put stuff in Cover when they see that unit.  That setup is common but is almost Overkill for 1.5k.  When you get into higher point games, that setup is how you'll want to run it.  As you experiment and learn about the army you'll find that 5-6 Wraiths will pretty much do the same thing.<br /> <br /> * The Ghost Arks have the ability to replace lost Necrons both in and out of them.  Your not taking any casualties on the units inside until the Arks are destroyed.  Since you aren't running a Court to include any Lords for additional protection, the unit inside isn't going to survive long, even with the other Ark replacing models.  As above, having a unit on the ground lets you use this repair from the get go.  Several opponents still take the bait and try to eliminate the unit on the ground thinking it's easier than dealing with AV13.<br /> <br /> * Take a close look at how <span class="glossaryitem" onmouseover='gp(626);'>MSS</span> work and learn to use them right.  Far too many Necron players play them wrong.  Try when you can to get any model with <span class="glossaryitem" onmouseover='gp(626);'>MSS</span> into base contact on the turn you charge, or if possible get charged.  If there is no model to accept the challenge, (or the character is in the back to avoid the penalty for not being in a challenge), your <span class="glossaryitem" onmouseover='gp(626);'>MSS</span> isn't going to do anything.  If your <span class="glossaryitem" onmouseover='gp(626);'>MSS</span> isn't in base contact on the turn you get charged, it won't do anything either.  (This also means it doesn't do much if the <span class="glossaryitem" onmouseover='gp(626);'>MSS</span> goes down and makes its <span class="glossaryitem" onmouseover='gp(142);'>WBB</span> roll.)<br /> <br /> You're off to a great start and really hope you have fun with them.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 21 Jan 2014 17:06:27]]> GMT</pubDate>
				<author><![CDATA[ Akar]]></author>
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