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				<title>[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ Hello everyone, first time poster here so please be gentle :p<br /> I took a few years hiatus from the hobby, leaving just after 6th ed was released, and have now decided to get back into the thick of things and continue my Necron force. The state if the game seems to have changed a fair bit in my time away though (especially with formations and detachments) and so I would really appreciate your thoughts on the army I'm proposing I build. I was in the process of restarting my Necrons before I took my break, getting rid of the paint soaked miniature I made as a kid and replacing them with prettier models. This means I have a lot of metal buddies to buy and I'd like to have a semi-competent force planned before I throw money at it. I'm not wanting anything that's super-ultra-tournament-busting, just something that's fun to play and wont get its shiny chrome butt kicked on that table.<br /> <br /> Anyway this is what I've got planned at the moment:<br /> <br /> <b>DECURION DETACHMENT (1,494 points) </b><br /> [Rules: +1 to Reanimation Protocols; Vehicles with Living Metal ignore Crew Stunned and Crew Shaken results.]<br /> <br /> <u><i>Reclamation Legion (829 points)</i></u><br /> [Rules: Move Through Cover; Relentless; re-roll Reanimation Protocols of 1 for units within 12" of the Overlord.]<br /> <br /> Overlord - Warscythe, Resurrection Orb, Phase Shifter - 150pts<br /> 10 Warriors - 130pts<br /> 10 Warriors - 130pts<br /> Ghost Ark - 105pts<br /> 10 Immortals - Tesla Carbines - 170pts<br /> 3 Tomb Blades - Particle Beamers (x3), Shield Vanes (x3), Nebuloscopes (x3) - 72pts<br /> 3 Tomb Blades - Particle Beamers (x3), Shield Vanes (x3), Nebuloscopes (x3) - 72pts<br /> <br /> <u><i>Destroyer Cult (665 points)</i></u><br /> [Rules: Move Through Cover; re-roll failed To Wound and Armour Penetration rolls in the shooting phase.]<br /> <br /> Destroyer Lord - Warscythe, Resurrection Orb - 155pts<br /> 3 Destroyers - 120pts<br /> 3 Destroyers - 120pts<br /> 3 Destroyers - 120pts<br /> 3 Heavy Destroyers - 150pts<br /> <br /> ++++++++++<br /> <br /> My thinking is that the Overlord, Destroyer Lord, Warriors, and Immortals give the army a solid core of bodies and fire power (made even tougher to kill by the Ghost Ark and Res. Orbs) around which the Tomb Blades and Destroyer units can dance about and harass the enemy, picking off threats as they appear. Since the whole army will Move Through Cover I can make full use of any terrain to keep the Tomb Blades and Destroyers safe from serious fire power without hampering them too much. I can also play peek-a-boo with the Destroyers since they're Jet Pack infantry now.<br /> <br /> One last thing I'm going to say is that (as heretical as it may be) I <b>don't</b> want to take Wraiths. I played around with them back in 6th ed and I didn't enjoy playing with them or against them. They're such a monster in combat and pretty much impossible to remove without massive overkill (especially since they seem to have gotten tougher). Either everything focuses on them and the rest of the army saunters forwards unchallenged, or they tear through the enemy without a problem. I just don't like that strategy and so I'm avoiding them. Like I said anyway this list is just something to get me back into the hobby I love with the little soulless killing machines that I adore, not a list to top a tournament.<br /> <br /> So what do you guys and gals think? Thanks in advance!<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 9 Nov 2016 22:16:06]]> GMT</pubDate>
				<author><![CDATA[ Fentlegen]]></author>
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				<title>[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ Wraiths are very durable, but I wouldn't say they're particularly killy against anything with half decent armour. You're basically hoping for 6s when you wound to force an invun. They're more of an annoyance or tarpit unit <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> <br /> I can't offer any real advice on the list as I'm still trying to sort one myself, but good luck and have fun with it <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Nov 2016 18:40:15]]> GMT</pubDate>
				<author><![CDATA[ D4V1D0]]></author>
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				<title>[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ You have a great list and pretty close as one can be for competitive play for the points you have.<br /> <br /> I would remove the rez orb since you have units of only 10 or 3 models but for 25 pts it's still good anyway.<br /> <br /> Wraiths are tarpit units not very good at killing stuff on their own. High <span class="glossaryitem" onmouseover='gp(149);'>ws</span> and big blob of units easily stall them so don't hesitate to use them if you want: everybody know to kill the spider asap to remove their <span class="glossaryitem" onmouseover='gp(293);'>RP</span> now so no cheese at all there.<br /> <br /> Ghost arks are damn good but a night scythe might give you move mobility depending on the army you face.<br /> <br /> So in the end I would still change nothing in your list to be honest. Give it a shot as it is and have a blast.]]></description>
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				<pubDate><![CDATA[Thu, 10 Nov 2016 19:57:45]]> GMT</pubDate>
				<author><![CDATA[ Sluggfest]]></author>
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				<title>[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/a3403c6022c120f99c753224b1e26113.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/707868/9012624.page"><b>D4V1D0 wrote:</b></a><br/>Wraiths are very durable, but I wouldn't say they're particularly killy against anything with half decent armour. You're basically hoping for 6s when you wound to force an invun. They're more of an annoyance or tarpit unit <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> <br /> I can't offer any real advice on the list as I'm still trying to sort one myself, but good luck and have fun with it <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> </div></blockquote><br /> <blockquote><div><a href="/dakkaforum/posts/preList/707868/9012788.page"><b>Sluggfest wrote:</b></a><br/>You have a great list and pretty close as one can be for competitive play for the points you have.<br /> <br /> I would remove the rez orb since you have units of only 10 or 3 models but for 25 pts it's still good anyway.<br /> <br /> Wraiths are tarpit units not very good at killing stuff on their own. High <span class="glossaryitem" onmouseover='gp(149);'>ws</span> and big blob of units easily stall them so don't hesitate to use them if you want: everybody know to kill the spider asap to remove their <span class="glossaryitem" onmouseover='gp(293);'>RP</span> now so no cheese at all there.<br /> <br /> Ghost arks are damn good but a night scythe might give you move mobility depending on the army you face.<br /> <br /> So in the end I would still change nothing in your list to be honest. Give it a shot as it is and have a blast.</div></blockquote><br /> <br /> Thanks guys, maybe I'll come back around to Wraiths one day :p<br /> <br /> I was torn between Ghost Ark and Night Scythe for a while, but in the end the Ghost Ark's repair ability and number of shots won me over. I might try a Night Scythe further down the line (being able to pick up anyone and also provide skyfire is nice) but for now I like the idea of having my Warriors tough to budge. That's really the same reason for the Res. Orbs, although after thinking over how they work now I think I'm going to switch the Destroyer Lord's Res. Orb out for a Phase Shifter. That way I can send him out against smaller units and stragglers if I need to without worrying to much about him.<br /> <br /> Thanks again for the advice though. This is going to be a slow build army so don't expect many updates on how it preforms any time soon though. I am going to start posting my progress with it over in the P&M Blogs once I can get a decent lighting set up figured out though so keep and eye out for that.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 10 Nov 2016 20:55:27]]> GMT</pubDate>
				<author><![CDATA[ Fentlegen]]></author>
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				<title>Re:[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ Wraiths are good, but not necessary. As the previous posters mentioned, they just tarpit things. It's nice to be able to say that unit over there needs to not do anything for a few turns, so throw the Wraiths at it. Gauss Immortals are better than Tesla in a Decurion because they have Relentless, so can assault after rapid firing their AP4 guns.<br /> <br /> I really dislike Ghost Arks. Being open-topped, they explode way too easily and losing one really messes up your board position. I would take a Night Scythe over a Ghost Ark any day of the week.]]></description>
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				<pubDate><![CDATA[Fri, 11 Nov 2016 01:52:13]]> GMT</pubDate>
				<author><![CDATA[ counterwavecounter]]></author>
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				<title>[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ Looks good.<br /> One comment, I would run the Tesla Immortals as minimum squads. I typically find them best at camping objectives and firing at range.  If you run a group of 10, I'd want them in rapid-fire range, especially since they get relentless from the formation.<br /> <br /> Welcome back!  Necrons are a solid army in 7th, without the flyer spam that prevailed during 6th.]]></description>
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				<pubDate><![CDATA[Fri, 11 Nov 2016 14:36:32]]> GMT</pubDate>
				<author><![CDATA[ Anpu-adom]]></author>
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				<title>[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ Thanks for the advice! I'm still torn between Tesla and Gauss for Immortals, gauss has the power but Tesla is just so much fun. But the reason these buddies are sporting Tesla Carbines is pretty much because the first five were built before I left for the break and who could say no to Tesla in 6th ed :p Chances are I'll build a gauss unit too to mess around with.<br /> <br /> I'm not sure about splitting them into 2 units of 5, I feel like the army needs a couple of big units at its core to weather any significant threats and splitting the Immortals up could weaken that. I'll certainly give it a try though! ]]></description>
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				<pubDate><![CDATA[Sat, 12 Nov 2016 00:10:29]]> GMT</pubDate>
				<author><![CDATA[ Fentlegen]]></author>
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				<title>[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/c036fa873e1b58487b9a087ef9b989d9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/707868/9015153.page"><b>Fentlegen wrote:</b></a><br/>I'm still torn between Tesla and Gauss for Immortals... I'm not sure about splitting them into 2 units of 5, I feel like the army needs a couple of big units at its core to weather any significant threats and splitting the Immortals up could weaken that.</div></blockquote><br /> <br /> Gauss is just better. At max range, maybe Tesla outperforms, but once in that rapid fire sweet spot, Gauss wins hands down with an added heavy hitting AP4. Gauss also gives you the flexibility to engage vehicles. <br /> <br /> Don't worry about weakening them by splitting them up. T4, 3+ <span class="glossaryitem" onmouseover='gp(157);'>SV</span> with 4+ <span class="glossaryitem" onmouseover='gp(293);'>RP</span> is pretty rock solid. You'll discover just how rock solid after a few games. You can still use both squads together offensively, but defensively two squads makes you less susceptible to big guns and death stars.]]></description>
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				<pubDate><![CDATA[Sat, 12 Nov 2016 01:03:47]]> GMT</pubDate>
				<author><![CDATA[ counterwavecounter]]></author>
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				<title>[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ That's a nice list. Regarding tesla/gauss immortals, I would say if you wanna keep 5 immortals (save 85pts) that are needed for the decurion and keep them back on an objective, go for the tesla. If you're going for that core of the army thing, go for the gauss. <br /> <br /> Important note: Your list is very nice, I'd run it myself. The only thing I do not like is the ghost ark. Do not go for a single ghost ark or a single NightScythe. Chances are the opponent's packing some Anti-Vehicle weapons and you're just handing out free targets. Do not go with a single vehicle in your entire list. Either get more (which would not be a good idea, given how necron vehicles are no longer durable) or go with none. If you look arround more lists, most people follow that same tactic. Generally, 1 vehicle is going to just fail and die in a single turn.(in any list or army, I believe). Nightscythes are also bad, because they dont provide anti-flyer fire, and they also die too easily. Instead get more boots on the ground.<br /> <br /> I'm going to go ahead and suggest Deathmarks. They're a nice and fun unit to try, but, really it depends on you. I also would add more warriors!]]></description>
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				<pubDate><![CDATA[Mon, 21 Nov 2016 00:33:40]]> GMT</pubDate>
				<author><![CDATA[ necr0n]]></author>
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				<title>[1500] - Necrons - Returning to the Game</title>
				<description><![CDATA[ Go for flayed ones over deathmarks. Could stick the destroyer lord in there for preferred enemy.]]></description>
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				<pubDate><![CDATA[Mon, 21 Nov 2016 20:38:26]]> GMT</pubDate>
				<author><![CDATA[ Epartalis]]></author>
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