Dakka |
Kirby and I (okay fine, it's Kirby writing this but it was Biscuit's idea =D) looking at how to use MSU and a larger unit within a list.
HQ
Necron Overlord
+Warscythe
+Catacomb Command Barge
Necron Overlord
+Warscythe
+Catacomb Command Barge
Troops
Necron Warriors
+15 Warriors
+Lord
+Warscythe
+Resurrection Orb
+Mindshackle Scarabs
+Lord
+Warscythe
+Mindshackle Scarabs
Necron Warriors
+2 Cryptek
+2 Lance
+2 Lance
+Solar Pulse
+Ghost Ark
Necron Warriors
+2 Cryptek
+2 Lance
+2 Lance
+Solar Pulse
+Ghost Ark
Necron Immortals
+2 Cryptek
+2 Lance
++Nightscythe
+2 Lance
++Nightscythe
Necron Immortals
+2 Cryptek
+2 Lance
++Nightscythe
+2 Lance
++Nightscythe
Heavy Support
Annihilation Barge
Annihilation Barge
2000
Biscuit here-
This is what I would call a "concept" list. It's not something I would build and take to a tournament straight away, rather, it's designed to see how certain units and combinations interact. You would play this list in proxy as a "first draft" for a real list, to find out what you like and should focus on, and what you should drop. Likely this list isn't focused enough on any aspect, but I think it's a really good starting place for a build.
There's two things I'm interested in with this list-
The first is how much that large squad of warriors will help. The Necron's biggest problem when fighting most armies is screening. It's a short ranged army, and you just don't have enough firepower to bring stuff down before it hits you.
Most people's answer to AV13 is meltaguns, which don't have a problem getting up there if there's nothing blocking. While the warrior squad isn't super-deadly in melee, it is surprisingly resilient, and the mindshackle scarabs allow you to steal critical enemies to help boost yourself in melee. (Fist Sergent's being the most obvious and valuable.) It should still win most of it's combats, though I do worry about it's vulnerability to melee deathstars, which must be avoided and whittled down at all costs. Between the res orb and the ghost arks escorting it, the unit shouldn't have a problem staying at high strength. You can keep your army close together and slam one target at a time, the whole Necron "implacable advance".
That's the trick there- the big unit and the ghost arks escort each other. The big unit screens for the arks, and the arks support the big unit with healing and ranged anti-tank. Roughly a Tank+DPS caster, if you will.
The immortals are what I call "paratrooper" immortals, reserve them in the 'scythes, which DS. Ont he turn they come in, jump the immortals out. This is a kind of backfield harassment that Necrons could find really valuable. Enemies almost always want to come towards Necrons, leaving a lot of juicy undefended stuff in the back. Also sets up rear-armor shots, which is always good.
And no, it doesn't have scarabs. It is something to think about, however, as early demeching is really valuable to a slow list like this one.
Biscuit has theoryhammed - discuss ^^.
Biscuit here-
This is what I would call a "concept" list. It's not something I would build and take to a tournament straight away, rather, it's designed to see how certain units and combinations interact. You would play this list in proxy as a "first draft" for a real list, to find out what you like and should focus on, and what you should drop. Likely this list isn't focused enough on any aspect, but I think it's a really good starting place for a build.
There's two things I'm interested in with this list-
The first is how much that large squad of warriors will help. The Necron's biggest problem when fighting most armies is screening. It's a short ranged army, and you just don't have enough firepower to bring stuff down before it hits you.
Most people's answer to AV13 is meltaguns, which don't have a problem getting up there if there's nothing blocking. While the warrior squad isn't super-deadly in melee, it is surprisingly resilient, and the mindshackle scarabs allow you to steal critical enemies to help boost yourself in melee. (Fist Sergent's being the most obvious and valuable.) It should still win most of it's combats, though I do worry about it's vulnerability to melee deathstars, which must be avoided and whittled down at all costs. Between the res orb and the ghost arks escorting it, the unit shouldn't have a problem staying at high strength. You can keep your army close together and slam one target at a time, the whole Necron "implacable advance".
That's the trick there- the big unit and the ghost arks escort each other. The big unit screens for the arks, and the arks support the big unit with healing and ranged anti-tank. Roughly a Tank+DPS caster, if you will.
The immortals are what I call "paratrooper" immortals, reserve them in the 'scythes, which DS. Ont he turn they come in, jump the immortals out. This is a kind of backfield harassment that Necrons could find really valuable. Enemies almost always want to come towards Necrons, leaving a lot of juicy undefended stuff in the back. Also sets up rear-armor shots, which is always good.
And no, it doesn't have scarabs. It is something to think about, however, as early demeching is really valuable to a slow list like this one.
Biscuit has theoryhammed - discuss ^^.