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				<title>[1850] - Necrons - Attempt at a competitive list</title>
				<description><![CDATA[ Hi All,<br /> <br /> I have just started collecting Necrons and now that i have got used to playing with them i'm trying to develop a competitive list for tournament play. Any advice from experienced Cron players would be awesome.<br /> The aim of this list was to be predominantly on foot and <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> with the ability to be good at shooting and <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. A good all round <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> list that is durable. The list seriously lacks anti air but i cant seem to think of a solution for this. It also lacks strong <span class="glossaryitem" onmouseover='gp(482);'>AT</span> but i suppose Gauss could be enough<br /> <br /> <b>Reclamation Legion (822pts)</b><br /> Overlord w/The Solar Staff (Joins Lychguard)<br /> <br /> 5x Immortal w/ Tesla Carbine <br /> <br /> 10x Lychguard w/Warscythe<br /> <br /> 3x Tomb Blades w/ Nebuloscope, Shield Vanes, 3x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Gauss Blaster<br /> 3x Tomb Blades w/ Nebuloscope, Shield Vanes, 3x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Gauss Blaster<br /> <br /> 10x Necron Warrior <br /> 10x Necron Warrior <br /> <br /> <b>Canoptek Harvest (239pts)</b><br /> 3x Wraith w/ Whip Coils<br /> <br /> 3x Scarabs <br /> <br /> 1x Spyder<br /> <br /> <b>Canoptek Harvest (239pts)</b><br /> 3x Wraith w/ Whip Coils<br /> <br /> 3x Scarabs <br /> <br /> 1x Spyder<br /> <br /> <b>Destroyer Cult (545pts)</b><br /> Destroyer Lord w/ The Veil of Darkness, Warscythe (Joins Lychguard)<br /> <br /> 2x Destroyers, 1x Heavy Destroyer <br /> 2x Destroyers, 1x Heavy Destroyer <br /> 2x Destroyers, 1x Heavy Destroyer <br /> <br /> <b>Total 1845</b><br /> <br /> 5 points spare if anyone can think of a suggestion!<br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Any comments at all? Or is it just perfect? =P]]></description>
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				<pubDate><![CDATA[Wed, 13 May 2015 10:47:20]]> GMT</pubDate>
				<author><![CDATA[ Messy0]]></author>
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				<title>[1850] - Necrons - Attempt at a competitive list</title>
				<description><![CDATA[ necrons are a strong faction as a player who is CONSTANTLY getting served his own ass by necron players I can see some valid parts and also wasted points in this list. I would drop the lych guard I understand it's gonna be very hard to die with the phase shields and 4+ re animation but it will take half the game to get them into charge range. Look into getting the Warriors the transport ghost ark? Not only is it what armor 13 with quantum shielding but open topped!? So your 10 warriors inside can shoot out without even having to be in harms way plus the guns on the transport is basically another unit of warriors. If your new to necrons and don't have to much knowledge of certain units in combat also watch strikingscorpion82 on YouTube or even miniwargaming both of these players have pretty awesome necron armies that make good use of <span class="glossaryitem" onmouseover='gp(482);'>AT</span> and <span class="glossaryitem" onmouseover='gp(805);'>AA</span>.]]></description>
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				<pubDate><![CDATA[Wed, 13 May 2015 13:10:44]]> GMT</pubDate>
				<author><![CDATA[ Stalked21]]></author>
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				<title>[1850] - Necrons - Attempt at a competitive list</title>
				<description><![CDATA[ I don't like the idea of mixing destroyers and heavy destroyers as they have different target priorites. Regular destroyer want to shoot inf, preferably space marines or anything with a 3+ armor save. Heavys want to shoot wraithnights and vehicles. But you are lacking in movable points to fill out the destroyers and take unit of just heavys. <br /> <br /> I have always liked the idea of justicar battalion with destroyer cult, but I think you would have to drop the lychguard for that. Might not be a bad idea since the stalker could make all your destroyers bs5 and therefore pseudo twin linked.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> The other thing I have toyed around with is having orikan in a unit of lychguard with an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> witha 2+ save. That gives a 2+ re rollable(since orikan lets his unit re roll saving throws of 1) and helps a great deal with invunerables and reanimation. Just an unkillable unit. Not mobile enough though. ]]></description>
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				<pubDate><![CDATA[Wed, 13 May 2015 13:13:49]]> GMT</pubDate>
				<author><![CDATA[ Epartalis]]></author>
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				<title>[1850] - Necrons - Attempt at a competitive list</title>
				<description><![CDATA[ <blockquote><div><cite>Stalked21 wrote:</cite>necrons are a strong faction as a player who is CONSTANTLY getting served his own ass by necron players I can see some valid parts and also wasted points in this list. I would drop the lych guard I understand it's gonna be very hard to die with the phase shields and 4+ re animation but it will take half the game to get them into charge range. Look into getting the Warriors the transport ghost ark? Not only is it what armor 13 with quantum shielding but open topped!? So your 10 warriors inside can shoot out without even having to be in harms way plus the guns on the transport is basically another unit of warriors. If your new to necrons and don't have to much knowledge of certain units in combat also watch strikingscorpion82 on YouTube or even miniwargaming both of these players have pretty awesome necron armies that make good use of <span class="glossaryitem" onmouseover='gp(482);'>AT</span> and <span class="glossaryitem" onmouseover='gp(805);'>AA</span>.</div></blockquote><br /> <br /> The plan was to use the Veil on the destroyer lord to teleport the lychguard Turn 1 for a Turn 2 charge. This would also give them preferred enemy. they will also be joind by my lord which would activate his solar staff so they can only be snap shotted after they teleport. I actually dont own the lychguard yet so still time to drop them out before i make any big purchaes. I want something that is super powerful in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, i cant really see anything else in the codex that can put out that kind of offensive <span class="glossaryitem" onmouseover='gp(19);'>CC</span>.<br /> <br /> I was thinking ghostarks but with all the D-weapons around now im afraid they would just be destroyed turn 1.<br /> <br /> <blockquote><div><cite>Epartalis wrote:</cite>I don't like the idea of mixing destroyers and heavy destroyers as they have different target priorites. Regular destroyer want to shoot inf, preferably space marines or anything with a 3+ armor save. Heavys want to shoot wraithnights and vehicles. But you are lacking in movable points to fill out the destroyers and take unit of just heavys. <br /> <br /> I have always liked the idea of justicar battalion with destroyer cult, but I think you would have to drop the lychguard for that. Might not be a bad idea since the stalker could make all your destroyers bs5 and therefore pseudo twin linked.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> The other thing I have toyed around with is having orikan in a unit of lychguard with an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> witha 2+ save. That gives a 2+ re rollable(since orikan lets his unit re roll saving throws of 1) and helps a great deal with invunerables and reanimation. Just an unkillable unit. Not mobile enough though. </div></blockquote><br /> <br /> I also like the justicar battalion but i cant see a way of fitting it in  even if i drop the lychguard. Any suggestions?<br /> <br /> As for the destoyers, i figure with Gauss and <span class="glossaryitem" onmouseover='gp(487);'>PE</span> normal destoyers should still be decent anti tank and with the heavy destroyers they should be able to take out <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s like wraithknights.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 13 May 2015 14:58:09]]> GMT</pubDate>
				<author><![CDATA[ Messy0]]></author>
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				<title>[1850] - Necrons - Attempt at a competitive list</title>
				<description><![CDATA[ Your deathstar has 0 invulnerable saves and their best normal save is 3+. That could spell trouble for them. I'd try to fit the phase shifter on the destroyer lord if possible since he can't be 'doubled out' by Strength 10 weapons, thus allowing him to tank all the AP3 firepower that'll come your way once the Solar Staff is expended. He'll also be handy for soaking up challenges for the overlord to avoid losing 'slay the warlord' and his handy reroll of 1s on <span class="glossaryitem" onmouseover='gp(293);'>RP</span> buff.<br /> <br /> I think you could fit in the phase shifter by dropping Whip Coils from your Wraiths. As a unit of 3, they're primarily a tarpit unit, designed to survive whatever punishment is thrown at them. So the higher initiative isn't necessary.<br /> <br /> I also just noticed that your Destroyer Cult is missing the Heavy Destroyer Unit. That is unfortunate. Perhaps you could drop one of the Harvests to flesh out the rest of the army.]]></description>
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				<pubDate><![CDATA[Wed, 13 May 2015 16:43:29]]> GMT</pubDate>
				<author><![CDATA[ Zimko]]></author>
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				<title>Re:[1850] - Necrons - Attempt at a competitive list</title>
				<description><![CDATA[ Ok I have rewritten the list taking all your comments into consideration<br /> <br /> <b>Reclamation Legion (824pts) </b><br /> Overlord w/The Solar Staff (Joins Lychguard) <br /> <br /> 5x Immortal w/ Tesla Carbine <br /> <br /> 10x Lychguard w/Warscythe <br /> <br /> 3x Tomb Blades w/ Nebuloscope, Shield Vanes, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Gauss Blaster, 1x Particle beamer.<br /> 3x Tomb Blades w/ Nebuloscope, Shield Vanes, 3x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Gauss Blaster <br /> <br /> 10x Necron Warrior <br /> 10x Necron Warrior <br /> <br /> <b>Canoptek Harvest (355pts) </b><br /> 6x Wraith w/ Whip Coils <br /> <br /> 3x Scarabs <br /> <br /> 1x Spyder w/ Gloom Prism<br /> <br /> <br /> <b>Destroyer Cult (545pts)</b> <br /> Destroyer Lord w/ The Veil of Darkness, Warscythe, Phase Shifter (Joins Lychguard) <br /> <br /> 3x Heavy Destroyers<br /> 3x Destroyers<br /> 3x Destroyers<br /> 3x Destroyers<br /> <br /> Total 1849<br /> <br /> So i added the Phase Shifter to the Destroyer Lord so he can tank hits for the Lychguard. I also dropped it down to 1 Canoptek Harvest, partly to save points and many of the culbs here in London are starting to use the ITS rules (with a few modifications e.g we allow experimental rules).<br /> <br /> I also added a gloom prism for some psychic defense although it probably wont do much. I'm wondering if its worth dropping it and giving a whole squad of Tomb Blades particle beamers for some excellent light infantry weapons?<br /> <br /> I'm still concerned there is no anti flyer but maybe its best to ignore it for this list. Also concerned there is no Tanks, the only viable tanks i can see are Doomsday arks or a Stalker in the formation but there is just no way to fit it in and keep the close combat feel.]]></description>
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				<pubDate><![CDATA[Thu, 14 May 2015 08:54:19]]> GMT</pubDate>
				<author><![CDATA[ Messy0]]></author>
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				<title>[1850] - Necrons - Attempt at a competitive list</title>
				<description><![CDATA[ I like the new list.<br /> <br /> The lack of tanks is an advantage rather than a liability. You reduce the effectiveness of any anti-vehicle units or weapons that your opponent might bring to bear.<br /> <br /> Anti-flyer isn't necessary either. Your units will survive any damage fliers can dish out. A larger ground presence gives you tactical advantage for objectives.]]></description>
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				<pubDate><![CDATA[Thu, 14 May 2015 12:28:47]]> GMT</pubDate>
				<author><![CDATA[ Zimko]]></author>
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				<title>[1850] - Necrons - Attempt at a competitive list</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/648426/7832398.page"><b>Zimko wrote:</b></a><br/>The lack of tanks is an advantage rather than a liability. You reduce the effectiveness of any anti-vehicle units or weapons that your opponent might bring to bear.</div></blockquote><br /> <br /> I'm not sure that I agree with this. Ghost Arks are some of the transports units in the game. Not taking it because "anti-vehicle units are strong" isn't a great reason to not take ghost arks. Yes, you'll make those specific guys less useful, but you're just opening yourself up to anti-troop earlier in the game. I think that Ghost Arks bring too much to just leave out. I didn't look through the list for a great way to fit them in, but I think it would be worthwhile to try.]]></description>
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				<pubDate><![CDATA[Thu, 14 May 2015 14:12:32]]> GMT</pubDate>
				<author><![CDATA[ Parsalian]]></author>
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				<title>[1850] - Necrons - Attempt at a competitive list</title>
				<description><![CDATA[ In a Decurion, your warriors are very resilient for their price. They're also the least threatening units on the board. If your opponent takes the time and firepower necessary to wipe out your warriors then they're leaving the rest of your army open for reprisal. Taking Ghost Arks diminishes the overall offensive power of your army. You're worried about resiliency in an army that is already incredibly resilient. Instead you should spend points on more firepower where possible.<br /> <br /> Also, not taking a unit in order to diminish the effectiveness of your opponent's units is a valid strategy. Consider for a moment what types of weapons a <span class="glossaryitem" onmouseover='gp(167);'>TAC</span> list will bring. Las-cannons/melta guns, Bright Lances, Missile Launchers, Dark Lances. Almost every army list will have some form of these weapons. If you have no vehicles, consider how useless these weapons become. If shooting a Destroyer, they can only deal 1 wound, and that's only if you fail <span class="glossaryitem" onmouseover='gp(293);'>RP</span>. Against Warriors they're not even guaranteed to kill a warrior. There's a 1 in 3 chance for a warrior in the open to survive a shot from one of these weapons. Meanwhile, your 105 point ghost ark could be destroyed from a single shot from these weapons (except the Missile Launcher). I think it's definitely something to consider when building a list.]]></description>
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				<pubDate><![CDATA[Thu, 14 May 2015 14:37:05]]> GMT</pubDate>
				<author><![CDATA[ Zimko]]></author>
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