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Showing posts with label Necron Tactics. Show all posts
Showing posts with label Necron Tactics. Show all posts

9 November 2015

Necron Tactics - Canoptek Harvest Formation (Vlog)

Nick speaking,

An in depth discussion about the Canoptek Harvest Formation...


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7 April 2015

The 3k Game: Making the List

Nick speaking,

So, back to my three thousand point game that I have arranged with my good buddy Aceface. Just as a quick reminder, Aceface is a huge Tyranid collector and an awesome guy who really knows his Tyranid tactics, so please check him out on his YouTube Channel if you haven't already. OK, so in the first post I revealed that I was going to play my sixty strong Necron Flayed One themed army, and those of you that follow my Blog will know that my current two thousand point list consists of two Canoptik Harvests, but with only three Wraiths in each Harvest. Not through choice, but through only having six Wraiths in my collection...


First thing I did then was find six more Wraiths, all second hand and some of them broken, but they were cheap and nothing I couldn't fix up. These guys just need a quick paint job and they are ready to rumble, whcih of course means that I am going for two Harvests in my list along with the sixty Flayed Ones...




Having not played larger games before, there was no way I was going to let the chance for me to play my Necron Pylon slip bye. I have had this thing for over ten years and it has only ever been fielded as a piece of terrain. I don't know how good it is on the table, but it is in the list regardless...



Now is was just a case of filling out the Reclamation Legion slots to make sure I got all the benefits it offers, a 4+ RP, Move Through Cover and Relentless, nice :) You will notice that I don't have any transports, and that is mainly to give me the points to hoard out and keep the theme of how the list works the same as at 2k, this is going to be interesting!

Flayed Cron Decurion Detachment 3k

Super Heavy

1x Pylon (420)

Reclamation Legion


Core
1 x Trazyn (130)
8 x Immortals/Gauss (136)
10 x Warriors (130)
10 x Warriors (130)
10 x Warriors (130)
10 x Warriors (130)
5 x Tomb Blades/Blaster/Looms/Vanes (105)

Auxiliary

20x Flayed Ones (260)
20x Flayed Ones (260)
20x Flayed Ones (260)

Canoptek Harvest Formation

1 x Canoptek Spyder/Prism (60)
7 x Canoptek Scarabs (140)
6 x Canoptek Wraiths/Coils (258)

Canoptek Harvest Formation

1 x Canoptek Spyder/Prism (60)
7 x Canoptek Scarabs (140)
6 x Canoptek Wraiths/Coils (258) 

3000 points


More to come...

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14 March 2015

New Flayed One Themed Decurion Army

Nick speaking,

Time to have another look at my Necron Flayed One Themed Army once again and see what I can do with it with the new Codex! With Flayed Ones getting a nice buff with an extra attack and the Shred special rule, I have to say I am very excited about my army now. Not only that but with the new Decurion Attachment availble to me, my sixty Flayed Ones can have a 4+ RP roll without having to have a Destroyer Lord joined to them.


With no points change to the Flayed ones, I will start with the Reclamation Legion part of the list, and particulary the Canoptek Harvest Formation, which has the units I need to make the list work just as it did before. As a recap, that was two units of Scarabs and a unit of Wraiths to move up with the Flayed Ones who infiltrate forward. The whole list is about the Flayed Ones, so all the Scarabs and Wraiths are there just for the distraction.


To keep the same units in my list will mean two Harvest Formations, and although I would love to have two units of six Wraiths, I only have six models in my collection, so that has dictated that I will have to go for two units of three for now. I will still run them side by side as if they were one unit on the table, and they will work with the two larger units of Scarabs. Of course, the Spyders will be issuing them all with RP for as long as possible.


This brings me onto the Reclamation Legion Detachment. Previously I was using the bare minimum of troops so that the points can be put into the front ranks to make the list work, but now I will have to take two ten man Warrior squads and five Immortals. I also have to take Tomb Blades, which I am fine with, they are super cheap now and will work well with the list giving me a little up front shooting.

Now, with the two additional Spyders, increased points on the Scarabs, more Warriors and the Tomb Blades, I really do not have many points left for my HQ! I used to take Imotekh as my HQ, taking advantage Night Fight, but at the moment I can't see how I can get him into the list. So with the few points I have left I will just run with a very basic Overlord. He won't do much except sit at the back with the Immortals and Warriors and try and give those re-rolls of failed RP rolls of a one as best he can.


Right, this is how the list now looks, I can't wait to get it on the table and try it out. Battle report to follow...

Flayed Cron Decurion Detachment (2k)

Reclamation Legion

Core
1 x Overlord (80)
5 x Immortals/Gauss (85)
10 x Warriors (130)
10 x Warriors (130)
5 x Tomb Blades/Blaster/Looms/Vanes (105)

Auxiliary
20x Flayed Ones (260)
20x Flayed Ones (260)
20x Flayed Ones (260)

Canoptek Harvest Formation
1 x Canoptek Spyder/Prism (60)
8 x Canoptek Scarabs (160)
3 x Canoptek Wraiths/Coils (129)

Canoptek Harvest Formation
1 x Canoptek Spyder/Prism (60)
8 x Canoptek Scarabs (160)
3 x Canoptek Wraiths/Coils (129)

1998 points

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19 August 2014

Necron Flayed One 7th Edition Army

Nick speaking,

Time to look at my sixty strong Flayed One themed army for 7th Edition!


So first, lets have a look at my old list, and I have to say that I have been very happy with how my list has performed, to the point that I have never lost a game with it. It's interesting to note that none of my games have made full use of all sixty Flayed ones, with at least one of the units pretty much doing nothing on the table every game except looking pretty, well, pretty mean, but that is part of how the list works with so many big targets in your face...

Flayed Crons (6th Ed)

HQ
1x Imotekh (225)
1x Destroyer Lord/MSS/Weave/Orb (190)

TROOPS
5x Warriors (65)
5x Warriors (65)
5x Warriors (65)
5x Warriors (65)
5x Warriors (65)

ELITES
20x Flayed Ones (260)
20x Flayed Ones (260)
20x Flayed Ones (260)

FAST
6x Wraiths/4x Coils/1x Caster (255)
8x Scarabs (120)
7x Scarabs (105)

2000 points


Just to re-cap on the tactics, the three Flayed One units infiltrate and the fast moving Wraiths and Scarabs are there to move up with them turn one. I try to take first turn, which with Imotekh is fairly easy, and he stays at the back with the troops. The Destroyer Lord is the wild card of the list and works with the Wraiths and the beginning of the game and moves to the Flayed Ones or splits off as and when it is needed.


Now, I always wanted to have the Scarab units maxed out and whip coils on all the Wraiths, but the odd Wraith Wargear and smaller Scarab units, were the best I could do to give me the points for all the troops that were needed in 6th! Of course, things are different now, and although troops have great advantages for scoring, the fact that the rest of my army can now score, even the Scarabs, means that I feel I can reduce the blob of Warriors down and still make the list work.

 

With reference to an unbound army, I am thinking that I will take the Flayed Ones in this direction at some point, but for now, I just want to go with the standard set up until I get a few games of 7th under my belt with the army. So, with that said, my starting point is going to be the Scarabs, and beefing up the units to ten is going to be really great for the army. They work really well with this assault based list, along with the Flayed Ones and Wraiths, which will now have Whip Coils on all of them.


Right, now to sort the Warrior Blob out, and with a reduction in troop units, I think it might be wise to put Imotekh in with some Immortals for the 3+ saves, with a couple of small Warrior 'body guard' units either side of him for a bit of protection. Imotekh is still currently in the list, Night fight is nice, and his Lightening attacks is great fun, plus I still have the option to safely deep strike and unit of Flayed Ones if I want, so for now he is staying...


Flayed Crons (7th Ed)

HQ
1x Imotekh (225)
1x Destroyer Lord/MSS/Weave/Orb (190)

TROOPS
6x Immortals (102)
5x Warriors (65)
5x Warriors (65)

ELITES
20x Flayed Ones (260)
20x Flayed Ones (260)
20x Flayed Ones (260)

FAST
6x Wraiths/Coils (270)
10x Scarabs (150)

10x Scarabs (150)

1997 points


I will have a battle report coming soon for you with this list in action, but please feel free to make any suggestions or if you have any ideas for how an unbound Flayed One army would look, I would be very interested to hear them in the comments section below. 

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2 December 2013

Necron 'Doom Cron' List

Nick speaking,

I have been looking at something a bit different for my Necrons lately, and it's the Heavy Support section that has taken my eye! I usually run with Annihilation Barges, which are in no doubt of being totally awesome for their points, but what about Doomsday Arks? I know they are a lot of points, but boy is that big gun good, especially when combined with a Triarch Stalker to make it twin linked! Talking of Triarch Stalkers, I onced asked the question on here about what gun to take, well I am 100% convinced the Twin Linked Gauss Cannon is the way to go, with the range of the gun being the main advantage in keeping the Stalker safe...


Luckily, I magnetised my two Ghost Arks into Doom Arks, so that is my starting point of the list, and to keep the Doom theme going, I will go for a Doom Scythe as well to top off the heavy choices. With no Ghost Arks for my Warriors to repair with my Overlord, and for another change up, I will exchange the Overlord for a Destroyer Lord for my Wraiths. I have used this fantastic combo before, but not as much as I would like. That leaves Elites free for my Triarch Stalker and some points left over for some other toys. Five Destroyers and a few Tomb Blades for distraction and we are all done...


Doom Crons 2k (v1) 

HQ 
1 x Destroyer Lord (160)

TROOPS
10 x Warriors (130)
10 x Warriors (130)
10 x Warriors (130)
10 x Warriors (130)

FAST
6 x Wraiths/Coils (270) 
5 x Necron Destroyers (200)  
4 x Tomb Blades/Beamer/Vanes (160) 

ELITES
1 x Triarch Stalker/Gauss Cannon (165)

HEAVY
1x Doomsday Ark (175)
1x Doomsday Ark (175)
1x Doom Scythe (175)

2000 points     

Let the Doom begin...

                  
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7 August 2013

Necron Super Phalanx at 2k!

Nick speaking,

Time to move my 'Super Phalanx' list up to 2000 points. I have had a lot of success with the 1750 point version, but now that my buddies and I have moved up to 2000 points, I need to beef it up a little. With the tactics locked and loaded for the army, I don't feel like I really need to make too many changes to the list, but with the original list not having any Elite choices, I thought that would be a nice way to build up the list. Enter my recently painted and hardly used Triarch Stalker...


I think the Stalker will fit in the list quite well, as the army has a reasonable amount of AV13 already, and sort of making the rest of the army twined linked, sounds good to me. I know it will probably be a priority target, and that is why I have gone for the Heavy Gauss Cannon as the preferred weapon. The range of the gun will mean I can maybe hide it a bit at the back of the army or behind terrain, trying to get a good arc of fire. The extra range over the more popular Melta option, will also give me a much lacked long range gun for the list as well.

With one less Warrior, I have about one hundred points left over and an obvious second Elites choice, Deathmarks! I will move the Veiltek Cryptek from the Immortal squad in the Night Scythe, to join a unit of five Deathmarks, and the list is done...
   
Necron Super Phalanx (v1)

HQ
1 x Necron Overlord/Warscythe/MSS/Weave/Labyrinth/Orb/Phase (225)
Royal Court:
1 x Cryptek/Abyssal Staff/Veil of Darkness (60)
1 x Cryptek/Voltaic Staff/Lighting Field (35)

TROOPS
7 x Necron Immortals/Gauss/Night Scythe (219)
5 x Necron Warriors/Ghost Ark (180
5 x Necron Warriors/Ghost Ark (180)
5 x Necron Warriors (65)
17 x Necron Warriors (221)

ELITES
5 x Deathmarks (95)
1 x Trarch Stalker/Heavy Gauss Cannon (165)

FAST
6 x Wraiths/6x Whip coils (270)

HEAVY SUPPORT
1 x Annihilation Barge (90)
1 x Annihilation Barge (90)

FORTIFICATION
1x Aegis Defence Line/Quad Gun (100) 

1995 points

Battle reports to follow...

Don't forget that all comments entered on this post will qualify for my 500th Post, Laser Cut Card Voucher Giveaway! Click here for more details...
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1 October 2012

Night Scythe Tactics List

Nick speaking,

I have recently been working on a list built around a post I did on 6th Edition Night Scythe tactics not so long ago. The idea being to have a single Night Scythe with a group of Immortals and a Veil Cryptek as the starting point of the list. This unit is designed to go out and pick off units, Veiling around as needed once it has disembarked. I know the new FAQ now lets the Immortals embark back on the Night Scythe, but even so, I still think the Veiltek idea is still useful. There are also a few core Necron units that I still haven't tried in 6th Edition, mainly being Wraiths and Ghost Arks, so I also want to get them into this list as well...


Warlord wise, I have had great success with a jacked out Overlord joined to a large group of Warriors, Although he is expensive, he really helps the Warriors stay alive with his Orb and is amazing in Challenges, so I am going to continue with this choice for now. I will also use two Ghost Arks to 'Replace' his Warriors as they fall with their 'Repair Barge' ability. I still need to try out the Overlord in a Command Barge, but that will have to wait for another time. My old Pariah models are still standing in as Deathmarks until I get the proper models, but this time I want to try out a small group of five. I know they won't kill much this way, but I think they will make a nice cheap distraction unit.


Here is my list with a quick deployment plan for you to look at, please feel free to let me know your thoughts...

Necron Scythe Veil list (v1)

HQ
1 x Necron Overlord/Warscythe/MSS/Weave/Labyrinth/Orb/Phase (225)
Royal Court:
1 x Cryptek/Abyssal Staff/Veil of Darkness (60) 

TROOPS
10 x Necron Immortals/Gauss/Night Scythe (270)
10 x Necron Warriors/Ghost Ark (245) 
10 x Necron Warriors/Ghost Ark (245)
17 x Necron Warriors (221)

ELITES
5x Deathmarks (95)

FAST
5 x Canoptek Wraiths/3x Whip coils (205)

HEAVY SUPPORT
1 x Annihilation Barge (90)
1 x Annihilation Barge (90)

1746 points 

I will deploy the Wraiths up front with the Overlord and his Warriors behind them. The two Ghost Arks will follow behind them with their rear armour facing each other! (thanks Mercer for the heads up on that one). The two Annihilation Barges with support from the best positions they can find and the whole group will push forward, with the Night Scythe and Deathmarks in reserve.                
 
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7 August 2012

6th Edition Night Scythe Tactics

Nick speaking,

There is no beating around the bush, the Necron Night Scythe has got a massive boost with the new Flyer rules in 6th Edition, or at least, it now does what GW intended it to do when they first introduced it into our robotic army. So what is the best way to use the Night Scythe? I am not talking about making a spammed out Scythe army with Night and Doom Scythes all over the place, that is more like a themed army as such. I am talking about fitting one or two Scythes into a generic army, and how best to make them work...


From my point of few, and from what I am seeing from other Necron players, the Rapid Fire Gauss Flayer is too good, and too cheap, for Warriors not to make a massive come back as the number one troops choice. Sixth edition seems to dictate that you need to be maxing out with five or six troop choices, with less cover saves and more objectives to hold in most missions. This is great, as there is nothing like having a mass of 60+ Warriors in your Necron Phalanx walking towards your enemy. It just looks epic, but where does this leave the Night Scythe in our army?


Well, I am thinking that just one or maybe two Night Scythes is the way to go, Warriors are cheap enough to allow for this and still maintain their numbers. A single Night Scythe is going to be annoying enough for anyone, even if they are Skyfire ready. Talking of that, if you are facing an army that has lots of Skyfire, and you only have one Scythe in your list, at least that's only one thing they can take down with the points they have spent to get the Skyfire, unlike if you had six or more Scythes. Plus, if our single Scythe does go down, at least we have the benefit of the unit inside just go into reserve if it is destroyed. Moving a Flyer is probably the only thing that you need to worry about, when it is zooming, you have to be moving at least 18" and you can only pivot on the spot 90 degrees, so most of the time you are going to have to circle your enemy to be able to shoot the Tesla Destructor. So what is going to come out of your Night Scythe portal?


For me, the obvious choice is a big group of Immortals, I like the idea of having troops in it for a start, and the Immortals stronger gun and better save is going to win over Warriors, as you never know where you will need to get out and what you will need to take down. The Scythe movement is where we are going to be able to take full advantage of having troops in it. Being able to unload and Rapid Fire our Immortals to target isolated groups is the number one use, or if that is not needed, we can just unload them in the last few turns to take objectives.


The Necron FAQ states that we can move 36", disembark and shoot Snap Shots, or Disembark at 24", shooting at normal ballistic skill, not forgetting we can move the unit six inches as well from disembarking. This means we can effectively move and Rapid Fire anything that is 42" away at full ballistic skill, nothing to stiff at! The only issue with the portal is you cannot embark back on the Scythe once you are off it, this is understandable, as the thing is moving very fast, so it does make sense. So now we are out on foot and have destroyed our isolated target, now what? Enter the Veil Cryptek!

EDIT:
The new FAQ now lets you embark on a Night Scythe, but I still think this Cryptek idea is valid and still works well...


The Veil Cryptek has just changed the one hit wonder Immortals, into a very mobile unit that can move around the board targeting and distracting other units, and if still up at the end, Veil in to hold or contest any objectives, including the Linebreaker. He also adds another dimension to the unit if the Scythe had been destroyed and the unit has been placed back into reserve. I know you cannot deep strike back in the next turn, but at least you will be back to full movement around the board the turn after that!
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17 July 2012

How will 6th Edition effect my Necrons?

Nick speaking,

So, what are the thoughts for my various armies in 6th Edition? In this next mini series of posts, I am going to have a look at my four armies, starting here, with Necrons. These posts won't be a huge break down of the rules and units of the armies, but more about my initial thoughts and the first directions I want to try out. I really don't see myself doing anything but experimenting and having some fun with the new rules for a while, as I start to learn the ins and outs of 6th Edition, so what about my Necrons?


Well, I played my first few games of 6th with the Crons, and it is pretty obvious, our lovely new Codex really was written for 6th Edition. The majority of the units have just got a lot better, and interesting enough, a lot of those units are the original units, that maybe we thought were nerfed when the new Codex hit! Sadly, this is not the case for all of them, take Flayed Ones for instance, they have got even worse in 6th, now that they can't assault from the Flank, but who was using Flayed Ones anyway?


In general though, there have been a lot of boosts for the Necrons, and the most obvious being Rapid Fire Gauss weapons, at last, I can get my sixty Warriors on the battlefield! Tesla truly has become a 6th Edition gun, AP- is no longer -1 to the damage chart, and those sixes to hit are great for Overwatch. Having said that, I think the Gauss/Tesla Immortal question has finally been answered, with Rapid Fire Gauss weapons winning outright, now that you don't need a Phaeron to move and shoot.


I am also pleased to see the Doomsday Ark got a bit of a boost, it's still not amazing, but it's a lot better now with hull points. It can now take three Glancing hits and still be shooting that big gun, plus the pimp to the blast rules really makes the weapon a lot better. Add to that most flankers can't assault it when they come on, and the new random rules for weapon destroyed results, means there is now only a 33.3% chance of the big gun being destroyed. The Ghost Ark is also looking a bit better now that it cannot be taken out with a single glancing hit and has the Jinks special rule. I think I will be experimenting with my magnetised Arks once again for sure...


I'm really loving the Destroyer Lord at the moment, and I am very pleased he is able to make a come back to my army. The 2+ Weave save, Warscythe, Mindshackle Scarabs and Preferred Enemy, all now make this guy a great HQ choice. Stick him at the front of a group of Wraiths or Destroyers to soak up the wounds with his 2+ save, and bobs your uncle. He is also excellent for Challenges, especially with Mindshackle Scarabs, and of course, he will give all your Wraiths Preferred Enemy as well, bonus!


I know taking the Destroyer Lord doesn't let you unlock Crypteks, but even with sixty Warriors on the table, you will still have enough points for the second amazing HQ choice, an Overlord in a Command Barge. The new Chariot rules have just made this combo even better than that it was, as the Lord can now soak up destroyed Hull points and can assault a unit from his Barge, gaining D6 Strength six, Hammer and Wrath attacks. He can even issue Challenges, so don't forget to give him Mindshackle as well.


I can't really do this post without talking about Flyers, which I have to say, I am really liking at the moment. I am very happy to see the nearly useless Doom Scythe, is now in a position to really compete in the Heavy Support slot, and of course the Night Scythe is going to make an excellent Transport for Immortals, it's a shame you cannot embark back on the Scythe once you have disembarked, but being able to move 24" and get out and rapid fire those Gauss Blasters at normal ballistic skill, has to be good.


So, what about the lists I was using in 5th? What changes to make? or do I need to start fresh?

Well, I mainly had two types of lists I was using, Lance Spam and the Immotekh Scarab Farm. I'm not one for fixed lists as such, and my lists were always changing anyway, especially as I added the new Vehicles etc. to my army. With Lance spam no longer needed and the big change to Warriors, I think it really is going to be a total shake up for my lists. I am interested to see how the Scarab farm is going to fair, as the chances are, there aren't going to be as many vehicles about anymore, and I am going to have a closer look at my Scarab Farm list in a future post. So far, I have only played 1,000 point games with the Crons, and I am really looking forward to getting even more of the Necron goodness on the table in the near future. Just in case you missed, or didn't read my previous battle report, here is a video of my very first game with the Crons, with my first 1k list...



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22 June 2012

Night Scythe Deckchair Delay Tactics

Nick speaking,

So, are the new Necron Flyers totally designed for 6th edition? We know that Flyers are going to have their own rules in the book, and as GW will want to sell lots of them, they probably are going to be half decent. As it stands now though, and with my interchangeable Scythe all painted up, I have been trying to work out the best way to use them in 5th, while it's still with us.

First up is the Doom Scythe, and to be totally honest, I really don't think it's even worth contemplating it in it's Doom form. Annihilation Barges are just too good for the points in the heavy support slot. The Doom Scythe comes in at 175 pts, and although has the movement, doesn't have any shielding to protect its AV11. Not only that, but it is going to be hard getting any cover saves unless you move fast, due to that very tall stand. I really can't see me hitting the table with the Doom Scythe, not until 6th changes things things anyway...


So what about the Night Scythe? Well, it still suffers from the same problems as the Doom Scythe, but instead of the rather short ranged and random Death Ray, you can transport robots in it. The question is, what to put in it? If the Scythe goes down, any unit that is inside automatically goes back into reserve, which is a brand rule for a 40k vehicles and one that I welcome to my army, because it makes it different. The only real way to counter the weak AV11 is to have more than one model for unit redundancy, but at this moment in time, I only have one of these beauties, and need to come up with a plan to be able to use it.


Night Scythe Deckchair Delay Tactics

As Embolden 40k talked about, we will usually all have a deckchair unit in our army, a weak unit of troops that is designed to sit in the sun holding an objective, or to reserve and come out onto an objective when available. So, if we put our deckchair unit of Warriors or Immortals into a Night Scythe, and the Scythe stays alive for two or three turns, we will be keeping our deckchair unit off the table and alive. The Scythe can be used as a distraction unit, moving fast to gain a good position and cover saves first turn, and then open up its guns for as long as it can thereafter. I am sure the Scythe will get some attention and will at some point go down, probably in turn two or three. Now your nice and safe deckchair unit goes in reserve, and can come on turn four or five to capture your rear objective, just as if you were using a piece of wargear to delay them!
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9 June 2012

Fritz C'tan Challenge

Nick speaking,

"Since the dawn of time Mankind has accomplished great feats of engineering and heroic daring for no other reason other than “just because” and in keeping with that spirit for this weeks post we are going to take a serious look at building and playing a 3 C’Tan shard army for Warhammer 40,000. Come on, being a loyal thrall of the star gods, you know there was no way I could resist if GW gave me the option for three C’Tan right? Now, do I even have to throw in the standard disclaimer of “competitive” build vs. fluff build? We’ve got three C’Tan, need I say more! I’d love to see you guys build your take on the three C’Tan list and post up a battle report or youtube vid- I’ll put the link here, or respond in my youtube channel."

So, the 40k Star God that is Fritz, has set his challenge to the Necron world! As a long time Necron player and a massive Fritz fan, I am very happy to accept his Challenge and see what sort of 1750 point list I can come up with that includes three C'tan, but where to start? The C'tan, of course...



In all honesty, I have had a hard time coming up with different C'tan load outs to what Fritz has in his list, Dust/Worldscape, Time/Gaze and Pyres/Thunder. You are limited to only one of each power in any army, which brings down your choices anyway. The most obvious build for me is the Dust/Worldscape combo, coupled with a load of Tremorstaves. I have yet to play this combo, but it looks like great fun. I did consider Grand Illusion, but it has the problem of only being able to redeploy one unit with any guarantee, and for its forty points, I didn't think it was worth it. So, my three C'tan Shards will be the same as Fritz's, an Assault type Nightbringer, a sneaky Worldscape Deceiver and a unknown shooty Shard!

Next step is the HQ choices, and this is where I want to really step up to the challenge. Fritz admits himself that pretty much all of his Necron builds has Imotekh at the cornerstone of his list. I can understand why, as we all know how great he can be, especially if you are in a very heavy Marine MSU environment like Fritz is. Looking for an excuse to not take Imotekh is hard, but I think I have found a reason not to take him! With night fight up for the first few turns, how are we going to hit with all our Tremorstaves?

My C'tan list is going to be headed up with a standard Overlord with a Warscythe and Mindshakle. Having my enemy in Night fight for at least one turn will mean I will need a Solar Cryptek, and the rest of my Court will max out on Tremorstaves. With no Storm from Imotekh, it's time to put some fire power in the army, and although I did consider the Doom Ark, two Annihilation Barges with double Tesla has to be a better option.

Onto Troops, and four units of five Immortals will allow me to spread out the Tremorstaves nicely. I only have twenty Immortals at the moment, so my final Troops will be a Ghost Ark with five Warriors. My Overlord and Lance Cryptek will hitch a ride with the Warriors in the Ark and we are ready to go. Here is my final list, I am happy with how it looks and I am looking forward to play the army and recording the results. Let the challenge begin...

C’Tan Challenge list

HQ
1 x Overlord/Warscythe /Mindshakle Scarabs (115)
Royal Court:
1 x Cryptek/Eldridge Lance/Solar Pulse (55)
1 x Cryptek/Tremorstave (30)
1 x Cryptek/Tremorstave (30)
1 x Cryptek/Tremorstave (30)
1 x Cryptek/Tremorstave (30)

ELITES
1 x C’tan/Dust/Worldscape (240)
1 x C’tan/Time/Gaze  (275)
1 x C’tan/Pyres/Thunder (245)

TROOPS
5 x Immortals/Tesla (85)
5 x Immortals/Tesla (85)
5 x Immortals/Tesla (85)
5 x Immortals/Tesla (85)
5 x Warriors (65)
1 x Ghost Ark (115)

HEAVY SUPPORT
1 x Annihilation Barge/Tesla (90)
1 x Annihilation Barge/Tesla (90)

Points 1750

Battle report coming soon...

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25 March 2012

Necron Codex Conclusions so far!

Nick speaking,

Well it's March 25th 2012, which means it's my 40th birthday! I started playing 40k with Necrons about ten years ago, so I thought I would celebrate my 40th on my 40k Blog with some Necron stuff. Since the Codex hit I have been having some real fun with the new rules. I still haven't tried out all the units, but I think I am starting to come to some conclusions on what I have experienced so far. I have currently played eight games, with seven different lists, I know it's not a massive amount, but even so, I have racked up six wins and two loses, and I thought it would be nice to share my thoughts and see if anyone else agrees, or disagrees with my findings...


HQ

Well, to be honest I have only played with The Stormlord, Traveller and Overlords so far. I really want to try out a Destroyer lord with some Wraiths at some point, but I am finding it difficult to pay the points for him, especially when he does not unlock Crypteks! Before we talk about Crypteks though...

Imotekh The Stormlord seems like a great choice at first, free lightning attacks and night fight to protect your units. To get the best out of Stormy you have to have the right units to get the most out of his abilities. The lighting attacks are random and unreliable, but we already know that, and without a Crono Cryptek attached to re-roll for the storm, the Storm can easily fail early on in the game. With night fight going off in both your turn and your enemies turn, you need your army to take full advantage of it. There is no point having too much Lance spam with Stormy because of the night fight, but it's ideal for moving Scarabs and Wraiths into position mid table! You could of course take a Solar Pulse Cryptek, to maintain night fight if Stormy fails, or to override night fight in your turn, but then you will lose the lighting attacks from Stormy, and that's why we are taking him instead of two Solar Pulses right? Main problem with Stormy is his abilities can be overridden by some armies, either with good anti night fight abilities, or those that can bypass the night fight and deep strike in!

Anrakyr The Traveller has a cool option of taking over your enemies vehicles and shooting them at their own army. I have had five games with the Traveller, and as yet have not had the opportunity to use his powers! First I was Veiling him in with Warriors/Immortals and a Veil Cryptek, but that proved too random, and usless in Annihilation games where it wasn't worth the risk. Then I tried him in a Barge, but there has been some debate on wether you can use his attacks from the Barge after the main rulebook FAQ hit, so a basic Overloard in a Barge seems to be a much better option...

Overlords in Barges are great, and they seem to be the main choice for most competitive lists. Two Overlords in Barges will unlock two Royal Courts and all the Lance Spam goodness, whilst the Overlords zoom around the board with their sweep attacks! Overlords also work well joined to a main unit of foot Immortals. Give him a Resurrection orb for the 4+ RP on the unit, and then Phaeron so you can move and shoot with their Gauss Blasters.

Crypteks and the Royal Court! What can I say, without The Stormlord, I like to take at least one Solar pulse, but ideally two, and then as many Lances as I can. I know there are a few other cool Crypteks like the Tremor Staff and Harps, but as yet I haven't tried them. I think I can sum up Crypteks in the words of someone I was playing once, he said "those lance Crypteks are starting to get quite annoying!"


TROOPS

First up, I have no Ghost Arks at the moment, which I have discovered is going to be a great help to keep my troops alive. I have been experimenting with both Warriors and Immortals. Warriors aren't as bad as everyone thought when the Codex hit, and even a five men units with a Lance Cryptek can be very useful, especially if protected by Stormy or Pulses. I have never used more than five Warriors when on foot because the unit will go down in the assault regardless of how many Warriors you have in the unit. Foot Immortals are a bit different, five Immortals don't really do much more than Warriors, when you take into account night fight and cover saves from terrain, but units of ten can really put out some firepower, especially with a Phaeron attached like I said previously. As for Tesla or Gauss Blasters, it's really a 50/50 for me on this one depending on how the unit is operating. I foresee me having two units of Warriors in Ghost arks and a large unit of immortals on foot as my standard Troops choice in the near future.


ELITES

I think I will be able to skip over this one quite quickly! I have tried Flayed Ones in big and small units, and they are as useless as I first thought. I had a go with some Lychguard once and they did nothing all game! The C'tan seems to be the best option in this slot that I have tried so far, although he can be easily taken out and is a bit unreliable for the points, but he can bring something to the game with some of his wargear like Writhing Worldscape. I will use him sometimes for a change, but he is not a standard selection for my army. Having said that, I think he will be awesome in a Cities of Death game and I plan to try that out soon.


FAST ATTACK

I have played around with Destroyers and Heavy Destroyer combinations and they are actually still pretty good, all things considering, but by no means the best fast choice. Heavy Destroyers give you a nice long range option for when you have Solar Pulse up, but essentially they are an easy kill point. If all the rumours are true for 6th edition and preferred enemy really does mean you can re-roll hits, then this unit has a lot of potential. Tomb Blades seem a reasonable alternative, but as yet there are no models for them, and I haven't got around to proxy them, so no comments from me on these at the moment.

Wraiths are one of my favourite units from the new Codex, I have used a unit of six in all my games so far except for one, and they have always performed really well, easily gaining their points back. They are not an uber unit, but they are resilient in numbers and the Whip Coils really help them in close combat. I am sure I will get myself another unit of Wraiths as soon as any new models hit!

Scarab Swarms are of course a no brainier in most Necron lists! How many units you take and in what quantity is a post all in itself. Then you have to add in how many Spyders you need. My preferred choice at the moment is two groups of ten Scarabs backed up with a unit of three Spyders., which means I can still take my Wraiths. Farm the front Scarabs the first few turns, then when that unit goes out to do the business I can start farming the second unit.


HEAVY SUPPORT

It's a real shame the Pylon didn't make it into the Codex as I don't really play big enough games to pay the 420pts to take it at the moment. Oh well, maybe in the next Codex! I have already said I take three Spyders to back up my Scarabs, usually with one Gloom Prism for the Psychic defence and a bit of wound allocation. They tend to perform pretty well and are a nice counter assault unit if really needed. I tried the Monolith once, but that was a disaster! I really need to give it another go and this time not deep strike it in and scatter 12" for a mishap! Just got my Annihilation Barges and they are a solid cheap Heavy Support choice, I foresee me having two Barges with double Tesla and the Spyders to fill out my Heavy support slots as standard.

Well that's it for now, and like I said, this is just from my experience so far. So please feel free to post your comments below...
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16 December 2011

Necron Immortals - Tesla Vs Gauss

Nick speaking,

So how do you choose? Should your Immortals have Guass Blaster's or Tesla Carbine's? I have been messing around for a while now with both versions of the Immortal guns to find out how they perform on the battlefield. Obviously the Gauss Blaster is not what is used to be, getting the Nerf bat down to a Rapid fire weapon, but still maintaining auto Glancing hits on a roll of a six against vehicles. The alternative Tesla Carbine has a new ability of getting two additional dice that auto hit if you roll any six's to hit, but no glance on six's to wound!


My first Necron lists involved using all the models I have instead of the new toy's, which meant losts of foot Immortals and Warriors. I also experimented with lists without Crypteks, but of course now they are always in my list! In those lists where I was lacking in the anti-tank department, like Eldritch Lances, I found having the ability to glance vehicles very useful. Most of the time I was standing still for the 24" range, and having the ability to advance forward to Rapid fire anything close was a bonus. I also found in those early games Tesla didn't really offer me anything the Blaster didn't do! I suppose the other thing to consider is how many Immortals you have in a unit, as this will have an impact on the squads ability with certain guns as well!

Since then, my overall list has changed and I have found that with enough anti-tank guns/Scarabs to get those troops out of their tanks midfield, the Tesla weapons really start to come into play. Being able to move into position and shoot 24" with a few six's coming into play, they can be pretty good. Obviously, when you start to put your Immortlas into transport or have a character leading them to give them the relentless special rule, the benifits of each gun changes as well. 

In reality, I think this new gun swap, which has no points difference, is a great idea for this troops choice. I have come to the conclusion that both guns have their place, depending on the build of the rest of your army, and it is difficult to pin point which gun is actually better, which is great really, as it means both guns are a useful option in there own right.

So what has your experience been? Please comment and vote on my poll, as I would love to hear your opinions...

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28 November 2011

New Necrons - The Next Stage

Nick speaking,

My first new Necron Codex list went up against a nice and friendly Tau army. It was just a fun game where we got to see some of the new rules in action. In case you didn't get to see the battle report, we played Capture and Control, where I put my Stormlord, Lychgaurd and six units of Immortals and Warriors on my objective, sent out my Scarabs and Spyders up the middle, with Wraiths a C'tan on either flank. Tau ended up shooting at the stuff coming towards him, whilst I took out his fast stuff that could tank shock me off my objective. I ended up holding my objective and contesting his.

So, what did I learn and what is next for my list, remembering that I am in no hurry to start spamming everything for the most 'competitive' list around. I still want to try and win, of course, but I am quite happy to just play test the units and have some fun whilst doing so.

OK, so onto the list and the HQ slot. My list is based around the ever popular Imotekh the Stormlord. In my game against Tau I managed to hit three units with a six for the lighting attacks which was great, but sadly I rolled a one for the Storm to fail to continue on turn two. His storm ability is a bit random, which is fun, but also means that a Solor Pulse Cryptek is going to be mandatory, so that you can keep the Night fight rule in play if it fails, or indeed, if you have the correct opportunity, to turn the night fight off for you to start shooting.

It is pretty obvious that Crypteks are going to be the bread and butter of most Necron armies, and with the Eldrich Lance/Solar pulse ability, the Harbringer of Destruction was now in mine. It also became pretty apparent to me, that if I get an opponent that is in my face quickly, my foot troops are going to go down quite easily, even with Night fight. At this stage I am staying away from transports as I am just using the models I have, don't worry, I have my Christmas list done, but until then I am going to have to settle for the good old Veil of Darkness to get me around. Harbringer of Despair with Veil, now in my list!

My first list had five Lychgaurd in it and they did absolutely nothing! They literally just stood there in front of my troops the whole of the game! Although I will give them a try again at some point, it was evident that they do have a big lack of fire power. I originally took them as a sort of Pariah roll, but with no shooting attack they don't work that way. So what to have instead for the 225pts? Obvious choices for me in my Necron case would be either a Monolith or a unit of Destroyers, both of which have taken a big whack from the GW Nerf bat, but still...


I have the models, so I want to use them! Destroyers are no longer the unit they used to be, no need for me to go on anymore about why, however, what is needed with Destroyers, is to start thinking about them as a totally new unit. They do have AP3 guns, which is not to be stiffed at, and up to three of them can be upgraded to Heavy Destroyers. OK, AP3 isn't a great benefit with everyone getting cover saves, but that's why I have the C'tan in my list. Give him Writhing Worldscape to try and force your enemy in the open, and give him Stealth so he can sit behind the Destroyers for a 3+ cover save.


I had a unit of Wraiths and a unit of Scarabs in my first list, of which I am going to stick with. I am certain I will probably end up with two units of Scarabs in the future as it would definitely be a benefit to have a unit on each side of the board advancing forward, but at the moment I am just loving Wraiths too much to drop them. It's obvious that the Fast Attack slot is where it is in the Dex, Scarabs and Wraiths being the key units of choice, and I can see that spam type lists could have an issue over this slot.

Spyders will back up the Scarabs as in the previous list, and my Monolith will have to wait until next time to come out and play. As for Troops, without the Lychgaurd I opted for a bigger unit of Gauss Blaster Immortals for the Stormlord to join, with two five man Telsa units for the two Crypteks to join. Warriors have been relegated to a small five man unit to be reserved and come on for objectives.

Now my list looks like this:   

HQ
1 x Imotekh the Stormlord (225)
1 x Cryptek Harbringer of Destruction/ Eldridge Lance/Solar Pulse (55)
1 x Cryptek Harbringer of Despair/Abyssal Staff /Veil of Darkness (60)

ELITES
1 x C’Tan Shard/Spirit Dust/Writhing Worldscape (240)

TROOPS
10 x Immortals (170)
5 x Immortals Tesla Carbines (85)
5 x Immortals Tesla Carbines (85)
5 x Warriors (65)

FAST ATTACK
6 x Canoptek Wraiths/2x Particle Caster/4x Whip coils (260)
10 x Canoptek Scarabs (150)
5x Necron Destroyers/3x Gauss Cannon/2x Heavy Gauss Cannon (240)

HEAVY
2 x Canoptek Spyders/1x Gloom Prism (115)

Points 1750

Battle report to follow
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13 October 2011

New Necron Codex Thoughts - Necron Phalanx

Nick speaking,

In anticipation of the new Necron Codex, I have been thinking about the many rumours that have been going around on what may be in store for the robots! My initial thoughts have been about the new rumoured points value of the Necron Warrior! So, putting all the other rumours aside regarding the new Codex except for this one, what impact could a 12pt Warrior have, compared to the current 18pts?


Forgetting the stat drops that may occur because they are cheaper, like 4+ saves! and whether they will or won't be Stubborn or what sort of WWB they will have? What do you see will happen? Putting aside the fact that 'hopefully' we will be able to unlock other units as Troops via a Lord, and assuming that Warriors will still be the only troops choice, with 5th and potentially 6th Edition still having Troops only as scoring. I think I can see my sixty Warriors coming out to play!

For some reason I ended up with sixty Warriors, which in the current Dex works out at 1080pts! Throw in a Lord for 200pts and it is easy to see why I never play all sixty at 1500pts, which was until recently the normal level I played at. I did have a fifty Warrior based list when we recently moved up to 1750pts, but 5th Edition has gradually killed that of bit by bit as the new books have come out. At 12pts a model, sixty Warriors are now only 720pts, and at 1750pts or even better, at 2000pts, I will be able to easily max out on six Troop choices and sill have enough points left over for the other toys, especially if they also get a price drop.

For me, Necrons are about robots, and with sixty Warriors  as a base on the table, with lets say a few units of Immortals, a couple of lords and some fast Destroyers or Wraiths, they will really look like what I imagine they should do, a Necron Phalanx, marching towards you! Mix into that in a Monolith and a few Deep Strike/Flank options to cover the sides, and of course a couple of new MC's to boot!

So with all that said, what about a small transport skimmer? Do Necrons need them? Well, apart from the fact that I don't want to have to go out and buy a load more Necron units to make my army viable. I don't see why? I don't want to play my Necrons like Marines, all huddled in Vehicles, that will no doubt not be durable anyway! I would rather have more unique ways to move around the board like dual Veil of Darkness Lords or some sort of phase portal like the Monolith! Mix those in with some fast moving units, and do we really need transports?

What do you think? Should Necrons just be a sea of robots or should we have multiple transport skimmers everywhere?

Read more ...
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