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Thread: 1850 Necrons -- competitive

  1. #1
    Chaplain teufel55's Avatar
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    1850 Necrons -- competitive

    40K Army: Necrons
    Hi guys,
    After not playing for 3 years I was looking for something new with the 6th Ed. and I found Necrons.
    I read posts, tactica, army lists, tried to comprehend the important mechanics in 6th and made a list.
    Bearing in mind that it should be competitive here's what I ponder at:

    Please help and would love your input about Tesla vs Gauss...


    *************** 2 HQ ***************
    Overlord w/ Warscythe,
    CCB, Gauss Cannon
    180

    Overlord w/ Warscythe,
    CCB, Gauss Cannon
    180

    Royal Court
    Stormtek 25
    Stormtek 25
    Harbinger of Destruction w/ solar pulse 55
    Harbinger of Destruction w/ solar pulse 55


    *************** 4 Troops ***************
    8 Immortals (Tesla or Gauss?) 136 (+Harbinger of Destruction)

    9 Immortals (Tesla or Gauss?) 153 (+Harbinger of Destruction)

    5 Immortals, Gauss + Night Scythe 185 (+Stormtek)

    5 Immortals, Gauss + Night Scythe 185 (+Stormtek)


    *************** 2 Fast Attack ***************
    5 Wraiths, 2 x Whip Coils 195

    5 Wraiths, 2 x Whip Coils 195


    *************** 3 Heavy Support ***************
    Annihilator Barge (Tesla or Gauss) 90

    Annihilator Barge (Tesla or Gauss) 90

    Annihilator Barge (Tesla or Gauss) 90

    Total: 1849

    Thanks!

  2. #2
    Chapter Master Krootman's Avatar
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    Re: 1850 Necrons -- competitive

    Can you explain your reasoning for each choice? It seems like you just took a 5th ed list and copied and pasted it.
    I help run the gaming grp at Stomping Grounds in Warminster PA (We have 6 4x8 tables setup at all times!!) Pm me if your looking for a game!
    Quote Originally Posted by AngryAngel
    Why did ya pick the name krootman ? You a kroot supporter by chance ? I just ask because everytime I see ya post I think of a rather intellectual kroot wearing glasses debating something.

  3. #3

    Re: 1850 Necrons -- competitive

    Now I wouldnt be that harsh.

    The list is interesting and should do well in 6th as well, however their are obviously better more competitive choices.


    I have found that Solar pulses are not as effective in 6th as they were in 5th. The bonus cover save is very minimal, however it could help out for anni barges alot.

    I think the real problem lies in your troops. Your puting a small unit of immortals in a night scythe with a stormtek. This is most effective in a ghost ark because you can shoot out of the ark. I would drop both 5 man immortal squads with the night scythe. For a squad of 5 warriors with the stormtek in a ghost ark. Remember these arks benefit from the solar pulses.

    Now with the footsloging immortals. I love warriors this edition. I feel they solve most problem that necrons encounter. And doom scythes counter the aa and the heavy infantry. Obviously you love annihilation barges so I wont reccomend D S, however I would drop both units of immortals for a unit of 20 warriors. I would then drop 1 CCB and give that overlord a res orb, mss and 2+ armor let him join the 20 man squad. You can then drop 1 crptek with solar pulse to get a nightscythe and you should have 4 points left over.

    Here is what I think it looks like

    *************** 2 HQ ***************
    Overlord w/ Warscythe,
    CCB, Gauss Cannon
    180

    Destroyer Lord, MSS, Res Orb, Sem weave
    190

    Royal Court
    Stormtek 25
    Stormtek 25
    Harbinger of Destruction w/ solar pulse 55



    *************** 4 Troops ***************
    19 warriors(footslog) (with Destroyerlord, and Cryptek) 347
    -Night scythe (in reserve)

    5 Warriors + Ghost Ark 180 (Stormtek)

    5 Warriors + Ghost Ark 180 (Stormtek)


    *************** 2 Fast Attack ***************
    5 Wraiths, 2 x Whip Coils 195

    5 Wraiths, 2 x Whip Coils 195


    *************** 3 Heavy Support ***************
    Annihilator Barge (Tesla or Gauss) 90

    Annihilator Barge (Tesla or Gauss) 90

    Annihilator Barge (Tesla or Gauss) 90

    Total: 1842


    I like my build with a spin off or your list, however I fear even with my list air could be a slight problem. But who knows maybe Annihilation Tesla Destructors are great against Air.

    The break down of my version of the list is simple. The warrior blob moves foward with prefered enemy from the destroyer Lord. 2 Ghost arks revive fallen models, but also can pop any vehicle that moves close to you and can bring supporting firepower. The Night scythe sits in reserve to help suppport and bring anti air firepower. CCB goes hunting, Wraiths are counter assualt units for the warrior blob or they go hunting. Remember you can always split off the destroyer Lord and join the wraith unit in game to give the wraiths preferred enemy.
    Last edited by HalfBlood; 13-07-2012 at 16:51.

  4. #4
    Chaplain teufel55's Avatar
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    Re: 1850 Necrons -- competitive

    Thanks Halfblood. Interesting feedback.

    Now, I was a tournament player and not unsuccessful, but I truly miss experience with Necrons. I never played them, very rarely against them. That being said I'll like to comment as follows.

    Quote Originally Posted by HalfBlood View Post
    The list is interesting and should do well in 6th as well, however their are obviously better more competitive choices.
    What would those be?
    I understand Doom Scythes are hip but I fail to see the justification for +75p if Night Scythes can do the AA job and do the delivery service of immortals. Compared to Annihilator barges, what can a Death Scythe add in value what a barge cannot do (but I have no clue how good Death ray is tbh)?

    I will not play scarabs/spyders since for Necrons I got something elite in my mind, not swarm zerging (hence limiting my choices but oh well).

    Quote Originally Posted by HalfBlood View Post
    I have found that Solar pulses are not as effective in 6th as they were in 5th. The bonus cover save is very minimal, however it could help out for anni barges alot.
    Actually you are right. That was what I was thinking as well. However, my reasoning was that the Barges are cheap and I get a cryptek with 36' S8 weapon for foot slogging switching of the light in the enemy's shooting phase.

    Quote Originally Posted by HalfBlood View Post
    I think the real problem lies in your troops. Your puting a small unit of immortals in a night scythe with a stormtek. This is most effective in a ghost ark because you can shoot out of the ark. I would drop both 5 man immortal squads with the night scythe. For a squad of 5 warriors with the stormtek in a ghost ark. Remember these arks benefit from the solar pulses.
    I was thinking that dropping the squad of Immortals + stormtek infront of an enemy vehicle and zooming away with the Night Scythe would be a viable tactic. Stormtek causes 2 glances, immortals do 1 so taking away a 3rd hull point means leaving 80% (or more) of all vehicles as a wreck the unit can hide behind. Not sure if this would be working. The Night scythe could target another target.

    Quote Originally Posted by HalfBlood View Post
    Now with the footsloging immortals. I love warriors this edition. I feel they solve most problem that necrons encounter. And doom scythes counter the aa and the heavy infantry. Obviously you love annihilation barges so I wont reccomend D S, however I would drop both units of immortals for a unit of 20 warriors. I would then drop 1 CCB and give that overlord a res orb, mss and 2+ armor let him join the 20 man squad. You can then drop 1 crptek with solar pulse to get a nightscythe and you should have 4 points left over.
    Nice idea, I need to think about this a little longer tbh... warriors seem to be a bargain but for +4 pts/model I get a better weapon and +1 to AS...
    Ghost Arcs instead of Night Scythes. That would mean I would need to get close for the stormtek to shoot (limiting the uses of solar pulse) whereas I could stay at mid range (especially out of combat range) for shooting with the rest of the unit.

    As for the destroyer lord, the stats and rules are nice but the model is ugly (i think). I see its uses...I need to sleep over this...

    Quote Originally Posted by HalfBlood View Post
    I like my build with a spin off or your list, however I fear even with my list air could be a slight problem. But who knows maybe Annihilation Tesla Destructors are great against Air.
    Hmm, 1 TL tesla destructor would do 1.2 hits on 6, meaning around 3 S7 hits against 12/12/10 (e.g. vendetta) leading to an average of 1 glancing or penetration hit, subject to cover saves.
    I guess a night scythe would do better, couldn't do the math right now (too stupid :P). Can you?

    Thanks for the time Halfblood, much appreciated!
    Last edited by teufel55; 13-07-2012 at 19:06.

  5. #5

    Re: 1850 Necrons -- competitive

    Once you get some games under your belt it will be easier to see what you like.

    I have played 11 6th edition games of 1500pts being the minimum. Like you im not a fan of spyders/ scarabs, however I have found that a unit of 3 spyders with 1-2 Gloom prisms is incredibly helpful for anti psyker fields.


    I like Doom scythes because the Death ray is just soo good. At first I was like you. 75 points and I get a S10 laser. But it pretty much brings alot of fear into your opponents eye with 2 of them come onto the board. The death ray auto hits flyers, and since most flyers are armor 10/11 it pretty much kills them on the spot. I have found that D S also provides strong anti elite fire power for Necrons. Being able to do 2-3 wounds of AP1 on a unit of terminators is pretty effective.


    What I have noticed is that Destructionteks are still strong, however our other AV just got alot better. Make Destructionteks less likely to get drafted into lists. All misions have a 50% chance to get nightfighting turn 1 if not then its on for turn 5. So if your running 2 solar pulses then thats 3 turns of nightfighting which isnt really needed, but for your list I think it could be fine because of Jink Saves.


    I never really thought of Dropping Immortals + Stormtek in front of a vehicle. It is an interesting idea. Havent tried it yet, but I will in my coming games. I just find the idea of shooting out of a ghost ark to be more safer.


    You made my day "the destroyer Lord model is ugly" lol. I always go by this, use the models that make you happy. If they provide more strategic ideas then thats just a bonus.


    I think the other thing that you should consider when running warriors vs Immortals is the fact that a warrior max size is 20 while a immortal max size is 10. Warriors are cheaper, damage vehicles the same way that immortals do, can be revived by ghost arks, and benefit more from a res orb (point for point) then an immortal squad. Immortals are hands down stronger vs infantry, but I just feel warriors are more flexible and can take hits easier then immortals.

  6. #6
    Chaplain teufel55's Avatar
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    Re: 1850 Necrons -- competitive

    Thanks Halfblood, good stuff, especially on warriors!

    I still need to number crunch on Tesla vs. Gauss...

  7. #7
    Chaplain teufel55's Avatar
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    Re: 1850 Necrons -- competitive

    Ok this is a slightly amended list to get a doom scythe instead an anni barge.
    I really like to try solar pulses since I got so many jink rules and the warriors will foot slog behind the wraiths...

    Let's see :-)
    Thanks all.



    *************** 2 HQ ***************
    Overlord w/ Warscythe,
    CCB, Gauss Cannon
    180

    Overlord w/ Warscythe,
    CCB, Gauss Cannon
    180

    Royal Court
    Stormtek 25
    Stormtek 25
    Harbinger of Destruction w/ solar pulse 55
    Harbinger of Destruction w/ solar pulse 55


    *************** 3 Troops ***************
    14 Warriors 182 (+ 2x Harbinger of Destruction)

    7 Immortals, Gauss + Night Scythe 219 (+Stormtek)

    7 Immortals, Gauss + Night Scythe 219 (+Stormtek)


    *************** 2 Fast Attack ***************
    4 Wraiths, 2 x Whip Coils 160

    5 Wraiths, 2 x Whip Coils 195


    *************** 3 Heavy Support ***************
    Doom Scythe 175

    Annihilator Barge (Gauss Cannon) 90

    Annihilator Barge (Gauss Cannon) 90

    Total: 1850

  8. #8

    Re: 1850 Necrons -- competitive

    I would drop 1 CCB for a resorb (joins warrior unit) then you can spend 50 points for more warriors or wraiths

  9. #9

    Re: 1850 Necrons -- competitive

    What I've realized in this edition is that Immortals really should be running with Tesla. If you want Gauss weapons just run a mob of 20 warriors with a stormtek. That gets the job done, especially if you are facing light vehicles like Eldar or DE. I also try to find points for a Ghost Ark to hang out with the mob, any losses just pop out in the following turn.

  10. #10
    Chaplain teufel55's Avatar
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    Re: 1850 Necrons -- competitive

    Against Vehicles, non-MEQ and non-TEQ I see Gauss Blaster as the clear winner on Immortals. Higher shot rate at 12", same range and rate otherwise, cost difference = 0, AP4 vs AP-
    Ofc Tesla got better in 6th because there's no penalty for being AP- anymore, but I see Tesla only better against MEQ and TEQ because of being capable of a higher shot rate.
    example:
    TESLA: 12 immortals with Tesla carbine shoot at a unit of MEQs. 8 hits out of which 1.333 are 6s, means 8+2.6666 hits = 10.666 hits wounding on 3+ = 7.11 wounds, of which not saved: 2,37 dead marines
    GAUSS:
    at 24" same with 12 immortals with Gauss Blasters: 8 hits, 5.333 wounds, of which not saved: 1.7777 (difference is 0.6 unsaved wounds in favor of Tesla)
    at 12" 16 hits, 10.6666 woundsm of which are not saved: 3.5555 (difference is 1.1855 unsaved wounds in favor of Gauss).

    So even against MEQ we could argue that Gauss is better, don't you thnk?

  11. #11
    Veteran Sergeant GrottoKnight's Avatar
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    Re: 1850 Necrons -- competitive

    I found the gambling aspect amazing. One unit of 5 immortals got 4 - 6's for a total of 13 hits!!!

    Anoher unit I was also able to shoot and charge which brought me closer to an objective....they did not win on their own but held up one turn to allow my CCB to clean house and turn 5 I made the objective and game ended.

    Two time I wished I had gauss but I had some Ani Barge and CCB that took care of those. Warriors in small #s didn't get glances.

    I will use Gauss for support plinks on Hull pts but expect bigger guns/weapons/scarabs to take out tanks/planes/transports
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