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Thread: Necrons 1000 Pts

  1. #1

    Necrons 1000 Pts

    40K Army: Necrons
    Hi All,

    This is my first real attempt at putting together an army list based on anything other than a 'well i only have 1000 points of models so that is what i will use' approach. My usual opponent fields an assault heavy blood angels army, veteran assault squad with jump packs, ten man death company with jump packs & chaplain, devastator squad, predator annihilator, dreadnought, Mephiston (occassionally) and i think he also has some sanguinary guards now too. Anyway, this army has caused me no end of trouble prior to the new book being released and the assault heavy, fast moving nature is pretty much a necron players worst case scenario. This list is aimed at combating this army. The main idea behind it was survivability and manouverability, in order to withstand any shooting attacks which came in and to try and negate assault for as long as possible by manouvering around using the VoD.

    HQ


    Necron Overlord – Warscythe, Mindshackle Scarabs, SempiternalWeave, Resurrection Orb, Phase Shifter – 205 Points

    1 Cryptek – Harbinger of Despair with veil of darkness – 60 points

    Troops


    10 x Necron Warriors – 130 Points

    10 x Necron Warriors – 130 Points

    Transports


    1 x Ghost Ark– 115 Points


    Fast Attack:


    10 x scarab swarm – 150 points


    Heave Support:


    1 x Annihilation Barge with Gauss Cannon – 90 Points

    1 x Annihilation Barge with Gauss Cannon – 90 Points

    Total:970 Points

    The basic premise is that the ghost ark anchors the battle line flanked on either side by a unit of warriors, this should provide mobile cover for them, plus it acts as a repair station for any casualties sustained. The overlord joins one unit of warriors to bolster them a bit, with the cryptek joining the other. The annihilation barges will aim to be the anti armour, being armed with Gauss Cannons and will also be the harassing unit, buzzing around being a nuisance. The job of the scarabs is to basically charge forward and bog down one of the specialist assault squads for a couple of turns. Obviously they are not going to beat a vet assault squad or death company in CC, but their fearlessness and durability should help them survive for a couple of turns and if they cause a few casualties along the way, all well and good.

    If the worste comes down to it, then the cryptek can VoD the warriors away if they look in danger of being assaulted, if the overlord unit gets assaulted, then the res orb and ghost ark should help provide some durability while the overlord should provide some hard hitting counter assault. I appreciate there may well be, indeed probably will be, galring holes in this, hence why i am posting it for comment!

  2. #2
    Brother Sergeant
    Join Date
    May 2006
    Location
    Wisconsin
    Posts
    50

    Re: Necrons 1000 Pts

    If I am not mistaken you may very well be mistaken. The Annihilation Barge does not buzz (except perhaps right before it fires its tesla destructors). The gauss cannon can only penetrate AV10 or lower, so chances are you are thinking of the heavy gauss cannon which is a slightly reduced ranged assault lascannon. The only thing the annihilation barge will do for anti-vehicle will be to do serious damage to a rhino or equivalent vehicle (even then, the ap - will cause more shaken results than anything you really want). Now the barge will be able to do some serious damage to all types of infantry, with massive wounding power as well as the gauss cannons superior armor penetration, even a marine squad will know your shot at them with one of these (especially if you role a couple 6's). Oh, and they are not fast so they can only move and shoot 1 weapon per 6" moved (so a big infantryman with fancy armor).

    The warriors (in my experience, even back in the previous codex when they had an armor value of 3+) will fold immediately far more times than not, even against barebones assault marines.

    I personally think the lord has too many points invested in him, but perhaps you have good reason for a 2+(3++) character (I would think there will be a massive amount of power weapons so the 2+ will not be used very much).

    I personally do not use ghost arcs and the scarabs have to be large to have even a hope of tarpiting an assault squad so I have no comments on those. Well, except that chances are the warrior squad you are trying to save with the ghost ark is going to probably be run over on the first turn on close combat or the ark itself will get downed by power fists/lascannons/melta bombs... unless your opponent does not know you have av13 armor now and will not be equipped for such things.

    hopefully I was not incorrect that you where incorrect, but if I was correct I hope it helped (even if it punched an orks arm holding a grot upon the inner workings of your battle plans).
    My army is slowly making its reanimation protocol rolls. So far I have to re-attach half my original forces back together from various arms, legs, claws, green energy, skull heads, three seemingly disintegrated tomb spyders, and a bisected c'tan.... man those orks gave me a beating.

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