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Thread: [1500] Necrons

  1. #1
    Librarian Akaiyou's Avatar
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    [1500] Necrons

    40K Army: Necrons
    SHOWCASING

    Theme:
    Harbingers of Despair are my main focus here building a list around maximizing their usefulness. So I'm mostly focused on milking veil of darkness.

    List Performance:
    0 Wins, 1 Draws, 0 Losses

    Overall Theme Performance:
    3 Wins, 1 Draws, 3 Losses


    1500 Pts - Necrons Roster - Harbingers of Despair

    HQ:
    . . 1 Overlord, 180 pts (Warscythe; Mindshackle Scarabs; Sempiternal Weave; Resurrection Orb; Upgrade to Phaeron)

    . . 1 Overlord, 180 pts (Warscythe; Mindshackle Scarabs; Sempiternal Weave; Resurrection Orb; Upgrade to Phaeron)

    . . 1 Royal Court, 60 pts
    . . . . 1 Harbinger of Despair (Veil of Darkness)

    . . 1 Royal Court, 60 pts
    . . . . 1 Harbinger of Despair (Veil of Darkness)

    Troops:
    . . 20 Warriors, 375 pts
    . . . . 1 Ghost Ark

    . . 20 Warriors, 375 pts
    . . . . 1 Ghost Ark

    Heavy Support:
    . . 1 Annihilation Barge, 90 pts
    . . 1 Annihilation Barge, 90 pts
    . . 1 Annihilation Barge, 90 pts

    Total Roster Cost: 1500

    Will post up batlte results with pictures when possible as I take this theme out to play.
    Last edited by Akaiyou; 31-05-2012 at 03:28.
    1. Necrons - 4,000 pts
    2. Grey Knights - 3,900 pts
    3. Ultramarines - 3,800 pts

  2. #2
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    Re: [1500] Necrons

    I don't understand your list.

    You have 2x 20 warriors, with a ghost ark each to keep them alive.
    So you will put a veil in the unit and jump the unit AWAY from the ghost Ark and its fixing abilities!?!

    I also think 21 models to deep strike is too many. Does your board not have any terrain?? I have problems DSing 10 deathmarks safely. I would dread 21 warriors!! One bad scatter and your huge unit clips a bit of a wood. You have to take a mishap test. Im sure you know how bad mishap would be for your unit.
    In view, a humble vaudevillian veteran, cast vicariously as both victim and villain by the vicissitudes of Fate. This visage, no mere veneer of vanity, is it vestige of the vox populi, now vacant, vanished. However, this valorous visitation of a by-gone vexation, stands vivified, and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition.

  3. #3

    Re: [1500] Necrons

    Deep striking into difficult terrain does not cause misshaps, just dangerous terrain tests. You would have problems only if you scatter out of the table, or over impassable terrain, or over friendly/enemy units.

  4. #4
    Commander Dwane Diblie's Avatar
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    Re: [1500] Necrons

    I too disagree with Veiling away from the ghost arks. I would say pick on or the other. Those Ghost Arks are expencive to not use. If you are going to vail then drop them and spend the points elseware. If you want to keep them then change the crypteks. I find with the lack of combat power that Gaze of Flames and or Lightning Field work great. Phaeron payes for it self in a mob of 20 so that is a good choice.
    I'll think of something appropriate soon enough to put here.

  5. #5
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    Re: [1500] Necrons

    Quote Originally Posted by Benigno (WE) View Post
    Deep striking into difficult terrain does not cause misshaps, just dangerous terrain tests. You would have problems only if you scatter out of the table, or over impassable terrain, or over friendly/enemy units.
    Your right, my bad.

    But my point still stands. Land in impassible terrain, get a mishap. Land on difficult terrain - throw away 1/12th of your models on average. Still not great.
    In view, a humble vaudevillian veteran, cast vicariously as both victim and villain by the vicissitudes of Fate. This visage, no mere veneer of vanity, is it vestige of the vox populi, now vacant, vanished. However, this valorous visitation of a by-gone vexation, stands vivified, and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition.

  6. #6

    Re: [1500] Necrons

    I'm most concerned about the lack of anti-tank capacity. Relying on glancing vehicles to death is incredibly inconclusive and therefore too slow.

    A pair of Harbingers of Despair is risky but does give mobility. Not my cup of tea but can work. Those Ghost Arks are a little wasted, but I understand why they are there - you don't need to Deep Strike away first turn and when you do jump you only have to move a little bit of distance to get better positions rather than leaping across the table.

    Still, without changing the list too much, I'd drop an Annhilation Barge and both Ghost Arks to get some decent anti-tank capacity.

  7. #7
    Librarian Akaiyou's Avatar
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    Re: [1500] Necrons

    1. I dont mishap on just any terrain it's dangerous terrain and i would actually prefer to deep strike right into or near area terrain and be able to get a cover save. 1 in every 6 models rolls a 1 and at the end of the phase i recover 50% of them with my res.orb so not a big loss statistically i have way more to win from doing so.

    21 models, 3 go down to dangerous terrain and i recover half before the shooting phase and now i can claim 4+ cover from anything AP4 or better that's a win.

    2. Usually I agree large foot prints on deep striking units is bad, but not when you have a phaeron that allows you to shoot at full distance after deep striking. Allowing me to effectively attack at 24" range from anywhere on the table so i have no need whatsoever to attempt to deep strike close to an enemy unit or a board edge I can be very selective about where I choose to go. This also lets me target objectives later in the game while keeping a safe distance or picking better positioning.

    3. Yes all of you are correct im paying 115 pts for a medic, which is ridiculous. And i will teleport away from it in most cases but the point is to have the 'option' available, not many opponents will want to shoot at the empty ghost ark while there's still ABs and other stuff running rampant so those ghost arks should for the most part take little incoming fire. I'm hoping they make it late game and that i can board them at that point if not i use them to contest objectives, tank shock, ram, and when needed i can port back over to them and heal up. The point of the list is to make the most use out of the despair tek, this is a themed army not a competitive build. Everything is focused on milking the despair teks for what they can do. Taking into consideration how much stuff out there could make a serious dent on the warriors (AP4 or better in blasts/flamers is hella common) i felt that the 115 pts would be worth it and as mentioned above besides repair and transporting there are 'other' things i CAN use the ghost arks for.

    4. On the anti tank issue, the ABs deal with transports, the warriors can try to mow down infantry and other tougher vehicles from a safe distance. I def have enough guns to glance anything at least once. The veils let me target the entire board. Specially taking deployment types into account I don't have to worry bout where i place the warrior squads because they'll move to a better position at any time and the opponent has to take this into account as well during their deployment the fact that im a threat to any position and that i can aim for his weakest points.

    5. Admittedly i do see myself fighting an uphill battle with this theme but im consciously making the choice to do so. I completely agree 115 pts is expesnive as hell for a medic not competitive at all, but it will be useful i can tell you that much lol one way or another i'll make it be useful it's still a tank. And im not taking other crypteks cuz this is a themed list so here's a question for all of you if YOU had to make a necron army that focused solely on harbingers of despair how would YOU make it competitively?
    1. Necrons - 4,000 pts
    2. Grey Knights - 3,900 pts
    3. Ultramarines - 3,800 pts

  8. #8
    Librarian Akaiyou's Avatar
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    Re: [1500] Necrons

    Vs Grey Knights

    Enemy List Summary
    HQ: Draigo
    Elites: Vindicare Assassin
    Troops:15 Paladins

    Mission: Seize Ground
    Deployment: Pitched Battle
    1st Turn: Grey Knights

    http://s13.postimage.org/h4kzk0oj7/M...0525_00659.jpg

    http://s13.postimage.org/lrr1lsbw3/M...0525_00661.jpg

    http://s13.postimage.org/obmofvzg3/M...0525_00666.jpg

    I deployed to prevent the vindicare assassin a good infiltrating opportunity and took advantage of going second by setting up the bulk of my army on the right side of the field
    Paladins were given a scout move bringing them within range even though I had deployed a couple inches back to get within 24" range first. His vindicare shot and blew up an AB easily and his 10 man paladin squad wrecked a ghost ark.

    During my turn I teleported the unit that i had deployed at the far left all the way to the right side behind his vindicare the scatter brought me to the side of him where I intended to shot him full of gauss however...

    The Annihilation Barges shot at his 5 man paladin squad and got some wounds and spread the love over to the vindicare that got slapped with tesla and bit it from the tesla arc special rule. So all warriors shot at the 5 man paladin squad and killed 1 off getting some wounds on the other 4.

    http://s13.postimage.org/cb18f5s1f/M...0525_00667.jpg

    http://s13.postimage.org/bmsdw7tbn/M...0525_00668.jpg



    Within the next few turns the paladins assaulted my warriors and got caught in my mindshackle scarabs which turned one of his paladins against his allies killing off 2 of them for me. How nice of him. I lost combat and fell back anyway though (damn those paladins!) leaving only 1 paladin alive (ironically the one that helped us)

    I regrouped and then moved my ABs to the right side to hide them from psycannon fire to get the objectives last minute unfortunately my necrons were forced to run again so coudlnt regroup leaving me with just one unit which i teleported to the objective on the far right as the paladins had made their way to the opposite end so i can shoot them from the rear.

    At the end of turn 5 the game was a win for me having contested both objectives in the center and captured the one on the left. However game did not end there...


    http://s13.postimage.org/gzh8ach83/M...0525_00672.jpg

    http://s13.postimage.org/9853pj2gj/M...0525_00673.jpg



    The paladins survived the end of game, and aimed to capitalize on it by turning the tables on me and shooting up one of the ABs blowing it up easily and draigo by himself assaulting the other but hitting on 6s proved to be too challenging even for him letting me keep contesting the objective while holding 1. If game ended I would win...but the Emperor apparently had other plans, game continues.


    http://s13.postimage.org/5d1pmyjar/M...0525_00674.jpg

    http://s13.postimage.org/dwl3kprn7/M...0525_00675.jpg

    Draigo rejoined his unit and attempted to shoot me to hell and back and claim the draw, 4 psycannons to the face all failed to roll a 6.

    Next came the assault phase draigo failed to hit on 6s again and the paladins all failed to punch through either...until the very last roll of the game. The last hammers rolled and got 3 6s side by side as if sending the necrons to the pits of hell and easily wrecked the poor AB freeing the objective and claiming the draw game at the very last minute.

    After playing this game and the 2000 pts game vs paladins I decided i needed some AP2 in my army the paladins were just too tough for normal means to kill.

    My new 1500 pts list is as follows:

    1500 Pts - Necrons Roster - Harbingers of Despair

    HQ:
    . . 1 Overlord, 180 pts (Warscythe; Mindshackle Scarabs; Sempiternal Weave; Resurrection Orb; Upgrade to Phaeron)

    . . 1 Overlord, 180 pts (Warscythe; Mindshackle Scarabs; Sempiternal Weave; Resurrection Orb; Upgrade to Phaeron)

    . . 1 Royal Court, 60 pts
    . . . . 1 Harbinger of Despair (Veil of Darkness)

    . . 1 Royal Court, 60 pts
    . . . . 1 Harbinger of Despair (Veil of Darkness)

    Troops:
    . . 15 Warriors, 195 pts
    . . 15 Warriors, 195 pts

    Fast Attack:
    . . 2 Destroyers, 120 pts (Heavy Gauss Cannon x2)
    . . 2 Destroyers, 120 pts (Heavy Gauss Cannon x2)
    . . 2 Destroyers, 120 pts (Heavy Gauss Cannon x2)

    Heavy Support:
    . . 1 Annihilation Barge, 90 pts
    . . 1 Annihilation Barge, 90 pts
    . . 1 Annihilation Barge, 90 pts

    Total Roster Cost: 1500
    Last edited by Akaiyou; 26-05-2012 at 22:53.
    1. Necrons - 4,000 pts
    2. Grey Knights - 3,900 pts
    3. Ultramarines - 3,800 pts

  9. #9
    Commander Dwane Diblie's Avatar
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    Re: [1500] Necrons

    So... You dropped the Ghost Arks and 5 Warriors from each unit to add 3x2 Heavy Destroyers. Interesting. Was going to sugest Doomsday Ark or Doom Scythe, but Destroyers would probably last a little longer, and it is 3 targets instead of 1 or 2. Oh... and they are Heavy Support, which is full. Silly me for mising that. :P

    I like it.
    I'll think of something appropriate soon enough to put here.

  10. #10

    Re: [1500] Necrons

    Yeah I love it! I enjoy using Heavy Destroyers, though I use two units of three since they are easier to place without getting in the way of eachother (or one unit getting in the way of another) since you can ignore your own unit when firing.

    Plus, rolling three dice at once will help against naughty Draigo wound allocation naughtiness...

    Anyway, I like the list very much. I've used Heavy Destroyers recently and people don't often fire at them when there are other things to deal with and they hang back at 36" to avoid attention.

  11. #11
    Librarian Akaiyou's Avatar
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    Re: [1500] Necrons

    Yeah i also think this will do a lot better versus those pesky 2+ save armies those paladins were a tough cookie to crack
    1. Necrons - 4,000 pts
    2. Grey Knights - 3,900 pts
    3. Ultramarines - 3,800 pts

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