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Saturday 12 November 2011

Another Swampy Necron List...

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Some of you are probably sick and tired of the necron content all over the web. I was gonna show you pictures of a venom conversion I made, but the lighting is bad, I'll have to do it tomorrow in natural light (it's already late in Finland). This list is an evolution of the 'Harvest' list I posted. I played a game with imotehk, but I think double solar pulses would be better. A lot of internet figures have been pointing out that solar pulses allow the necrons to fire freely in their shooting phase. This is what I'm thinking.

Overlord with warscythe @ 100pts.

Overlord with warscythe @ 100pts.

2 Crypteks with eldricht lances, solar pulses @ 110pts.
2 Crypteks with tremor staves, 1 seismic crucible @ 70pts.

C'Tan Shard with Writhing Worldscape, Swarm of Spirit Dust @ 240pts.

8 Warriors @ 104pts.

8 Warriors @ 104pts.

5 Warriors @ 65pts.

5 Warriors @ 65pts.

5 Wraiths with 1 whip coil and 1 particle caster @ 190pts.

5 Scarab Swarms @ 75pts.

5 Scarab Swarms @ 75pts.

Monolith @ 200pts.

3 Tomb Spyders with 1 gloom prism, 1 fabricator claw @ 175pts.

3 Tomb Spyders with 1 gloom prism, 1 fabricator claw @ 175pts.

Total @ 1848pts.

The overlords join the tomb spyder groups. That gives you two pretty big high toughness squads. This, combined with the c'tan, should give you okay cc capabilities towards the end of the game in midfield. They are also all good at finishing off immobilised tanks (which I'm hoping to produce with the tremor staves). The wraiths are a little worse without the destroyer lord, but they can still move up under protection from the solar pulses and kill off a squad or two. Great harassment.

The list's main issue is the light scoring capability. The solar pulses should help, and the monolith is great for protecting your last scoring models. By playing carefully, you should always have scoring models left, but this does limit how aggressively you can play with the squads. Then again, the solar pulses mean that you can hang back utilising your range, since unlike with imotehk, you will be firing freely in your own turn. Porting squads through the monolith also doesn't stop it shooting, so towards the end of the game you can start bringing forth the scoring units to take the objectives.

As I said with the previous list, this list isn't going to be "the" netlist. There are more optimised routes. However, this list is interesting to play. It has a lot of different options and different parts. It also has that 'rogue' factor in a couple of combinations. Your opponent will find cover practically useless for his tanks if they wanna move. Tremor staves don't care about cover, and coupled with the c'tan shard, make moving dangerous.

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