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Showing posts with label necrons. Show all posts
Showing posts with label necrons. Show all posts

Saturday, 20 October 2012

NEC+GK: Project New Dawn

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With my own models, speedpainting is my best friend. Lately I've been thinking about a necron + gk list. It's kinda hard to justify fluff wise an ordo xenos inquisitor allying with necrons. He's just some radical inquisitor. Here's the list.



PLAYER NAME: Aleksi Lehtiö
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PRIMARY DETACHMENT: Necrons
HQ1: Vargard Obyron, warlord = [160pts]
TROOP1: 10 Necron Immortals, tesla carbines = [170pts]
TROOP2: 10 Necron Immortals, tesla carbines = [170pts]
TROOP3: 10 Necron Immortals, tesla carbines = [170pts]
TROOP4: 5 Necron Warriors = [65pts]
FA1: 6 Canoptek Scarabs = [90pts]
HS1: Annihilation Barge, tesla cannon = [90pts]
HS2: Annihilation Barge, tesla cannon = [90pts]
HS3: 2 Canoptek Spyders = [100pts]
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SECONDARY DETACHMENT: Grey Knights
HQ1: Ordo Xenos Inquisitor, rad grenades, psychotroke grenades, psychic communion = [85pts]
ELITE1: Psyker, 2 Warrior Acolytes = [18pts]
TROOP1: 10 Strike Marines, 2 psycannons, psybolt ammunition = [240pts]
FA1: 10 Interceptors, 2 psycannons, psybolt ammunition = [300pts]
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FORTIFICATIONS:
Aegis Defence Line, quad-gun = [100pts]
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TOTAL = [1848pts]


A couple of things I've been thinking of. First, it's always a good thing to have some blasts. This is something people were already saying in 5th, but with random charge distances short range infantry would really rather bunch up to get everything in range, trying to minimize the risk of getting charged. Blasts can hurt that. Second, I have the interceptors and obyron's squad that can move up t1 pretty much anywhere and go for first blood. I'm really mainly worried with how the list will cope with proper flyer spam. Played one game against a ba double raven list but my quad gun exploded one raven when they entered and my opponent couldn't roll 2d6 armour pen with his multimelta, so the game ended pretty brutally. Need to do some further testing but I like the moblity (for firstblood, linebreaker and to counter tanking characters). It also has some interesting elements, not being too one dimensional (even though it's a pretty clear shooty list).

Sunday, 22 July 2012

Thoughts on other ETC 2012 Necron lists

                                         I love this image
             
Everybody's already talking about 6th ed but I've had one game of 6th and about a dozen of 5th after the release, so I'm still gonna talk about 5th. Surely somebody will be interested in ETC lists? I've been hard at work evaluating Necron lists from other countries for the benefit of our team. I'll just share a couple of general thoughts.

The lists seem to divide into scarab farms and wraithwing (with some pewpew like annihilation barges), about 50/50. What are the benefits of each? Well, scarab farms have to be very careful when they do get into combat, because most of their units are fearless, and scarabs can bleed out a lot of combat resolution. Wraithwing just chucks 18 wraiths at the enemy and doesn't quite have the same problem. Scarab farms have the benefit of more cc antitank, and they deal with land raiders a little better (although you'll realise that many wraithwing have command barges). IMO scarab farms are very robust at the task they are given (I'll leave it to you to decide which army we want to pair our scarab farm against). Wraithwing lists have more pewpew, and so are more balanced choices. Now you can't evaluate etc necron lists without having a look at the man who played necrons at the etc for years, alone, with the old necron codex. He plays for team Russia.

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PLAYER 6 : Mikhail "LLlyT" Ulitin
ARMY DESCRIPTION : Necrons

HQ1: Imotekh the Stormlord [225pts]
HQ2: Destroyer Lord (125) with Warscythe (0), Sempiternal Weave (15), Mindshackle Scarabs (20), Resurrection Orb (30) [190pts]
HQ3: Royal Court [100pts], include:
Cryptek (25) as Harbinger of Despair (5) with Veil of Darkness (30) [60pts]
Cryptek (25) as Harbinger of Eternity (0) with Chronometron (15) [40pts]
Troop1: 5 Necron Warriors [5*13=65pts]
Troop2: 10 Necron Immortals (10*17=170) with Gauss Blasters (0) [170pts]
Troop3: 5 Necron Immortals (5*17=85) with Tesla Carbines (0) [85pts]
FA1: 6 Canoptek Wraiths (6*35=210), 2 Particle Casters (2*5=10), 3 Whip Coils (3*10=30) [250pts]
FA2: 8 Canoptek Scarabs [8*15=120pts]
FA3: 8 Canoptek Scarabs [8*15=120pts]
HS1: 3 Canoptek Spyders (3*50=150), 1 with Fabricator Claw Array (10), 1 with Gloom Prism (15) [175pts]
HS2: 3 Canoptek Spyders (3*50=150), 1 with Fabricator Claw Array (10), 1 with Gloom Prism (15) [175pts]
HS3: 3 Canoptek Spyders (3*50=150), 1 with Fabricator Claw Array (10), 1 with Gloom Prism (15) [175pts]

TOTAL : [1850pts]

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Pretty similar to Finland's list :P. The veiltek is nice, I considered that myself. Especially in cleanse missions it can be awesome. I personally don't like his troops slot. I feel that very many players wanted to make use of Imothek's phaeron special rule, but that ended up weakening their lists. Gauss Blasters need to be at 12" to really be better then tesla. Sure, gauss means you can glance any tank, but too unreliable (now that we have a new book, we can spoil ourselves with better antitank :D). You don't want to be at 12" and to me tesla immortals are the best. I also feel that the wound allocation on the wraiths is a little silly, but he probably added the pistol with left over points. I suppose the res orb on the destroyer lord is for the option to leave the wraiths and join a troops choice towards the end of the game. If it's just for the 4+ everliving on the D-lord, it's pretty expensive.

There is one scarab farm list I want to mention. I've played a couple of games with this list and I really like it. The Swedish necron list.

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PLAYER 5: Daniel Hesselberg (Captain)
ARMY DESCRIPTION : Necrons
HQ 1: Imotekh the Stormlord [225pts]
HQ 2: Nemesor Zandrek [185pts]

Royal court 1: 2 Cryptek (50),
* Harbringer of destruction (0), elderich Lance (10), solar pulse (20)
* Harbringer of eternity (0), eaonstave (0), chronometron (15) [95pts]

Royal court 2: 1 Necron lord (35), war scythe (10), mindshackle (15) [60pts]

Troop 1: 10 Necron immortals (170), Gaussblasters (0) [170pts]
Troop 2: 5 Necron immortals (85), Tesla carbine (0) [85pts]
Troop 3: 5 Necron immortals (85), Tesla carbine (0) [85pts]
Troop 4: 5 Necron warriors (65), Gauss flayer (0) [65pts]

Fast 1: 5 Canoptek wraiths (175), 1 Whip coil (10) [185pts]
Fast 2: 10 Canoptek scarabs [150pts]
Fast 3: 3 Canoptek scarabs [45pts]

Heavy 1. 3 Canoptek Spyders (150), 1 Gloom Prism (15) [165pts]
Heavy 2. 3 Canoptek Spyders (150), 1 Gloom Prism (15) [165pts]
Heavy 3. 3 Canoptek Spyders (150), 1 Gloom Prism (15) [165pts]

Total: [1845pts]

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Once again, the gaussblaster immortals are debatable, but with zandrek giving them tank hunter, you do gain an ap value and are not just looking to surppress. Anyway, zandrek is pretty awesome. Giving your wraiths counter attack or scarabs tank hunters is really sweet. He's also got a mss lord, albeit only one (and not say also a destroyer lord). I feel the solar pulse is really not necessary, but I guess it's nice insurance. All this goodness costs and the spyders are missing full allocation. IMO, that is really the only clearly bad thing in this list. The scarab squads should be noted aswell. The big 10-man group is really nice to either look for a t1 charge (with 19 bases) or to string out, giving you an immense threat range straight from the start. Overall, this list is a lot more fun to play then a basic scarab farm list, and it isn't necessarily worse. Very nice list.

Finally, I'll look at a wraithwing list, this is from team Germany.

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PLAYER 8: Fritz "LTT" Peters
ARMY DESCRIPTION: Necrons

HQ1: Imothek the Stormlord (225) = [225] in Transport 1
HQ1b Royal court: 2 Cryptek (50),
* Harbringer of destruction (0), elderich Lance (10), solar pulse (20)
* Harbringer of eternity (0), eaonstave (0), chronometron (15) [95pts]
HQ2: Vargard Obyron (160) = [160]

Troop 1: Immortals (5x17=85), Tesla Carbines = [85 pts]
Troop 2: Immortals (5x17=85), Tesla Carbines = [85 pts]
Troop 3: Immortals (5x17=85), Tesla Carbines = [85 pts]
Troop 4: Immortals (5x17=85), Tesla Carbines = [85 pts]

Fast Attack 1: Canoptek Wraiths (6x35=210), 2 Particle Caster (2x5=10), 2 Whip Coils (2x10)
= [240]
Fast Attack 2: Canoptek Wraiths (6x35=210), 2 Particle Caster (2x5=10), 2 Whip Coils (2x10)
= [240]
Fast Attack 3: Canoptek Wraiths (5x35=210),1 Particle Caster (1x5=5), 2 Whip Coils (2x10)
= [200]

Heavy Support 1: Annihilation Barge, Tesla Cannon (1x90=90) = [90 pts]
Heavy Support 2: Annihilation Barge, Tesla Cannon (1x90=90) = [90 pts]
Heavy Support 3: Annihilation Barge, Tesla Cannon (1x90=90) = [90 pts]

Transport 1: Catacomb Command Barge, Tesla Cannon (=1x80) = [80]

TOTAL [1850pts]

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I like his troops slot :). Obyron is a really nice touch. You get a decent overlord level character to go in the command barge and swing with a warscythe, and you get a veil. I like it when people come up with interesting choices. I just wonder why he's gone with the 2+2+2 even spread with wound allocation. Having one wound allocation group of a single model is great. First, you take small arms fire saves on him until he is at 1 wound, and then you can take ID wounds on him even though you already have taken some wounds. With 2+2+2 the worst case scenario is that you have to take a full wound model out even though you had wounded models in your allocation groups.

Sunday, 8 July 2012

My 1850 ETC Necron list


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Been kinda busy with life. Really excited about 6th edition, but at the moment we're still grinding 5th ed games for the ETC. Now that the lists have been published, I can post mine aswell. Basic scarab farm really.

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PLAYER: Aleksi Lehtiö
ARMY DESCRIPTION : Codex: Necrons

HQ1: Imotekh The Stormlord (225) [225pts]
HQ2: Royal Court, 2 crypteks (2*25) 1 harbinger of eternity (0) with chronometron (15), 1 harbinger of transmogrification (5), 1 necron lord (35) with warscythe (10) and mindshackle scarabs (15) [130pts]
HQ3: Destroyer Lord (125), warscythe (0), sempiternal weave (15), mindshackle scarabs (20) [160pts]
Troop1: 5 Necron Immortals (5*17), tesla carbines (0) [85pts]
Troop2: 5 Necron Immortals (5*17), tesla carbines (0) [85pts]
Troop3: 5 Necron Immortals (5*17), tesla carbines (0) [85pts]
Troop4: 5 Necron Immortals (5*17), tesla carbines (0) [85pts]
Troop5: 5 Necron Immortals (5*17), tesla carbines (0) [85pts]
FA1: 6 Canoptek Wraiths (6*35), 2 whip coils (2*10), particle caster (5) [235pts]
FA2: 5 Canoptek Scarabs (5*15) [75pts]
FA3: 5 Canoptek Scarabs (5*15) [75pts]
HS1: 3 Canoptek Spyders (3*50), gloom prism (15), fabricator claw (10) [175pts]
HS2: 3 Canoptek Spyders (3*50), gloom prism (15), fabricator claw (10) [175pts]
HS3: 3 Canoptek Spyders (3*50), gloom prism (15), fabricator claw (10) [175pts]

TOTAL [1850pts]
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Tuesday, 8 May 2012

Adepticon X Anniversary Miniature painted, Necrons





Photobucket The Xenos technology uncovered by the Adeptus Mechanicus on Orvan IV was originally harnessed by the explorators to create an armoured walker, the Inceptum. The artifact housed an unprecedented amount of power compared to its size. Tech Priests were even able to mount weapons of the same magnitude to those found on great Warhound Titans. 

Although the new found technology promised countless new technological innovations, at the time the entire sector was in turmoil, ravaged by an Ork Waaaagh!. The project was scrapped and the ancient war engine forgotten onto the planet. Although several teams were dispatched to recover the artifact, they never returned from their missions. 

A millenium later, the Adeptus Mechanicus have returned to the planet to recover the Inceptum, as the entire sector is once again at war, this time with the newly emerging Necrons of the Salau-Tek dynasty. Upon arrival, the expedition forces found the research facility destroyed and the relic stolen. The Inceptum was recovered by the reawakening Necrons of the fringe world, and eventually converted to the "true machine god". The Imperial forces believe that the Inceptum holds the key to defeating this new threat. The artifact is the only record of the research carried out on that alien technology, and it perhaps holds the secret to defeating it. If all else fails, the Imperium hopes they can harness these powers once again and turn the Xenos technology against themselves. 

Now the gothic war engine marches alongside the legions of Orvan IV, wreaking havoc to those forces that once created it.  

 This is the awesome model that we all got in our swag bags at Adepticon 2012. I decided to integrate it into my Necron army. I didn't want to go and modify a one off model like that, but I'm still planning on playing it as a destroyer lord (or a second c'tan shard).

Saturday, 5 May 2012

Army Showcase: Necrons of the Whispering Dunes


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I need a new camera, this one has scratches that show up as black lines in the pictures (but I need money). Anyway, here is a showcase of my necrons in their new colour scheme.

I decided to speed paint my necrons for the tournament hosted last weekend and this is an example of what you can do in two days if you plan out accordingly. Above you can see Orikan (the WFB wraith conversion) and some gauss blaster immortals (I had to plan my list with the models I had). The immortal with a cutdown gauss blaster (in the front) is a tremortech. In the background you can see my counts as imotekh rampaging.

I decided to go with a brown/beige colour scheme for the army, with blue gauss effects adding a nice contrast. I also added static grass etc onto the models (like with old colour scheme) because I think they're cooler that way. I was thinking that these guys would represent a fringe world, where stasis chambers were poorly built and the reawakening process contained a great deal of digging. It was originally an Adeptus Mechanicus exploration team, in search of a new energy source, that woke up the necrons from their slumber.


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 I don't care what the new fluff says, my Deceiver is still a god in the eyes of my troops. Perhaps the damaged stasis chambers caused a memory loss in my forces, one of the Deceiver's shards making good use of the oppurtunity. He is using the Necrons of Orvan IV to regain the power he once possessed. I have to say, although really expensive, Orikan+Writhing Worldscape combine into an effect that makes conserving points a lot easier against bad matchups. Often your opponent will be slowed down for an entire turn. That's not bad.


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I only had 3 tomb spyders and 2x5 scarabs in that list. I'll probably be expanding to 9 spyders in the future. They are pretty awesome in the new book. I used some of that foam you get in blister packs (atleast used to) to add the weathering onto the spyders. They fit in well with the theme.


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I had one squad of tesla immortals with a veil-tek. They were pretty cool actually. In the background you can see one of my two triarch stalker conversions. They can't really be played now that the real ones are out (and have a larger footprint+no base) but they were pretty good in the tournament. 150 points isn't cheap, but I still regard them a very good unit. Overall, the list was fun to play. Loads of interlocking elements and rules stacking together. The list didn't have any clear powerhouse units, which also meant that it played more passively during the game. It was all about building up the game for those last turns, where I would be in a position to win. This is a big contrast to venomspam, which goes for the throat right from the start, trying to destroy and contain the enemy, and win through board control.

I'm also planning on building a squad of wraiths. I got the idea from my last opponent at the tourney. He really liked my Orikan conversion, and thought it would be cool to make my wraiths giant grim reapers. I really like that idea, so stay tuned for those guys. Anyway, hope you enjoyed the pics. I'm pretty happy with the results, taking into account the 2-day build time.

Monday, 12 March 2012

Paradigm Shift; Anti-Tank and CC: Scarab Swarms

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Not so long ago the world firmly believed that antitank in CC was weak, unreliable and shouldn't be attempted. With the new necron codex, many players have pointed to scarabs and the awesome antitank that they are. The question is, what has really changed? Is there some fundamental reason why scarabs are that much more effective, or have people just simply learned to see the game in a different light as a result of the new necron codex?

One of the main reasons why people opposed antitank and CC was that in order to destroy a tank, you had to be in base contact with it. Thus, you are committing yourself in order to achieve the simple goal of destroying a rhino. With scarabs, that's no different. Scarabs do come in big units (especially with the help of 9 tomb spyders) allowing multiple combats, allowing you to attempt to destroy more then one vehicle once you commit. Is this really because scarab swarms are so much better, or because opponents don't what formation to adopt when fighting scarab swarms. By layering your vehicles (preferably with flamer-weaponry or otherwise threatening squads/tanks in front) you should be able to get the scarab player to either a) commit his scarabs to take out the first layer and be susceptible to the inevitable counterattack, or b) take those units to the face and try to get in range of the second/third layer of the tanks before commiting.

Scarabs are more cost effective then other units, that's a given. On the other hand, scarabs also require numbers to deal damage, due to the mechanic of entropic strike. In addition, when compared to a higher strength, entropic strike needs to roll a couple more dice to get the same results. This pretty much evens out, as scarabs throw down more dice to hit, penetrate etc., but require an extra phase to do damage. I still don't believe that scarabs are lightyears away from other armies with regards antitank in CC.

You can get perfectly good results in CC with units that are otherwise more diverse then scarabswarms. Scarabs just introduced a new mechanic that seems different. In the end, it's just a slight difference in probability. Same elements from a strategic point of view (you still suffer from an effective range of 0") and the same playstyle as any army that pops tanks in CC.

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.

Tuesday, 8 November 2011

The Necron 'Harvest' list, reborn in the new book

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The list I used to play revolved around the 'capstone' strategy, taught to me by Fritz's youtube videos. Basically, you had a monolith close to the centre, pushing up, and the deciever behind him. I supported this with a healthy dose of warriors for suppression, tomb spyders for tank killing and speed bumps, a destroyer lord for options and scarabs for contesting. Later I used 5-man immortal groups for more mobile suppression fire, and wraiths for some nice charging from the monolith's portal.

In the new codex, that list isn't exactly the cheese. There are probably better built more optimised builds, but I could see this as being viable none the less:

Destroyer Lord with warscythe, sempiternal weave @ 140pts.

Destroyer Lord with warscythe, sempiternal weave @ 140pts.

C'tan Shard with writhing worldscape, swarm of spirit dust @ 240pts.

10 Immortals with tesla carbines @ 170pts.

10 Warriors @ 130pts.

5 Warriors @ 65pts.

5 Warriors @ 65pts.

5 Wraiths with 3 particle casters, 1 whip coil @ 200pts.

5 Scarabs @ 75pts.

5 Scarabs @ 75pts.

Monolith @ 200pts.

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

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

Total @ 1850pts.

The list is now a little different. The scarabs can pull off neat assaults with the tomb spyders pooping out and extending their threat range by a potential 7-8". The monolith protects one 5-man warrior group (if the second can't find some los block terrain) and the deciever. Writhing landscape is good, even though it comes with a pretty high price tag. Helps limit the choices of deathstars in landraiders e.g. and can help you get those tanks immobilised and ready for the wraiths+lords.

The wraiths and lords make a nice 16 wound squad. Once in range, they can just as well peel off and attack 3 seperate targets. They are pretty nice. The spyders give psydefence and are great for the late game (when you should have 7 monsters in midfield). The immortals could take gauss blasters, although the tesla weapons are mobile. Once entropic strike kicks in, those teslas can really start dealing damage.

Overall, the list has a pretty nice mix of different elements in my eye. A lot of different ways you can make use of the units available (losblock, t1 charge, monsters, jump infantry and some shooting) which keeps it interesting. it's not the list to beat everything, so don't expect it to be, but it reminds me of the way I used to play my necrons, and I loved playing my old necrons.

Monday, 7 November 2011

New necrons, a 1850 foot list

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Hi guys,
so the necrons are out. Some of you may remember that I have a necron army. In fact, I played a fairwell game on tuesday with them against loganwing, winning KPs. A couple of short comments on the codex in general? Tomb spyders are just insanely cheap for their points cost. They also buff scarabs, making them faster by making new models and placing them at the edge of coherency. Overall, at first glance 9 spyders and a lot of scarabs (although I'd still take 2 squads of wraiths) seem very good. Difficult to say whether they will be THE list, but point for point they are great options.

This list will be different. I've seen the 9 spyder lists. I don't need to copy that same list here and try and take credit. Instead, I set out (this is dangerous) to make a list that feels the most necrony to me. A horde of approaching metal skeleton undying robots! List first, then comments.

Overlord with warscythe and tachyon arrow @ 130pts.
Command Barge with tesla cannon @ 80pts.

Royal Court @110pts.
1 Harbinger of Eternity with chronometron
2 Harbingers of Destruction

Overlord with warscythe and tachyon arrow @ 130pts.
Command Barge with tesla cannon @ 80pts.


Royal Court @130pts.
1 Harbinger of Eternity with chronometron
2 Harbingers of Destruction incl. 1 solar pulse

10 Immortals with tesla carbines @ 170pts.

10 Immortals with tesla carbines @ 170pts.

10 Immortals with tesla carbines @ 170pts.

10 Immortals with tesla carbines @ 170pts.

10 Immortals with tesla carbines @ 170pts.

5 Warriors @ 65pts.

Annihilation Barge with tesla cannon @ 90pts.

Annihilation Barge with tesla cannon @ 90pts.

Annihilation Barge with tesla cannon @ 90pts.

Total @ 1845pts.

Overlords begin game in the same squad as the chronometron crypteks. You get a reroll for that crucial one shot arrow. Not too shabby imo. Ideally you get to use it on the damage result! The other cypteks add ranged antitank into the other squads. The 5-man warrior group will probably get a chronometron cryptek, since they probably won't contribute much to the game, camping an objective. Your opponent's t1 you'll want to pop solar pulse, it only affects a single player turn which imo is a little crazy.

After t1, the overlords board their dancemania mattresses of doom and start driving over stuff. Annihilation barges just add firepower. Is it good? Not necessarily, but it certainly looks fun. The tesla carbines on the immortals are a bit iffy. I think the loss of suppression fire against high av is pretty big, but then again most tanks are av11 anyway.

Tuesday, 8 March 2011

Different approach to a Necron Wraithwing @ 1750pts.

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So, something a little different. I'm gonna try this list at a tournament this weekend, so we'll actually see how it works. I'm worried about killpoints, but other then that, 11 MCs and 9 wraiths is nothing to frown at. Tomb spyders are actually surprisingly resilient with their scarab swarm meatshield, so they'll clot up the midfield meanwhile the wraiths hopefully cause havoc.


Lord with destroyer body, ressurection orb, warscythe, gaze of flame @ 195pts.

Lord with destroyer body, resurrection orb, warscythe, chronometron @ 190pts.

5 Immortals @ 140pts.

10 Warriors @ 180pts.

10 Warriors @ 180pts.

3 Wraiths @ 123pts.

3 Wraiths @ 123pts.

3 Wraiths @ 123pts.

3 Tomb Spyders @ 165pts.

3 Tomb Spyders @ 165pts.

3 Tomb Spyders @ 165pts

There is a variant, in which I drop 3 spyders and take another 5-man immortal squad for more suppression fire, but I feel the spyders are worth it if you have the slot free.

Thoughts? We'll see after the weekend how bad a beating I take :D .

Monday, 21 February 2011

Necron Immortals painted

I know, I used warriors with bling for my immortals, but can you really blame me for it? Anyway, I originally took a more mayan/aztec theme for my necrons, and I think the Saurus parts compliment it well. I just realised that I forgot to shave off the hands on the bottom gauss flayers. That's what you get for painting stuff tired. Oh well. Feel free to comment.

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Monday, 13 December 2010

Tactics: The Necron Slide

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Hi guys,
took some pictures at the tourney I was at this past Saturday, and I promise some more painting and modelling related stuff soon, but here is another tactic that I have learned to employ on my Necrons. Fritz over at WOSH originally came up with the name ''Necron slide' for this strategy.

The idea is, that when you remove models from your unit, you remove them from the back, and once you pass WBB saves, you move them to the front. In essence, this gives you some extra inches of movement, but more importantly, I have found, it can be used to 'enhance' the range of their gauss flayers.

In the picture above, I was playing an IG player a couple of weeks back, and he had a nasty leman russ executioner looming over my warriors. I placed the newly risen warriors into the front of the unit and was able to 'creep' into range of the executioner and start suppressing it on turn 2.

Since opponents often try and go for phase out, and thus pour lots of firepower at your warriors, this tactic actually works. First turn move+run and the Necron Slide will most likely bring you up into very good firing positions by turn 2.

Necrons have so many cool rules and tactics, starting from the grand illusion and ending in a well placed scarab contest at the end of the game, and I love playing with them. Hopefully some of you have found this concept useful.

Tuesday, 23 February 2010

Necron Tomb Spyders Tactica




Hi,
recently on one of the jawaballs and Fritz live shows Fritz said that tomb spyders are worthless. I've heard/read him say it before, and I thought it was about time I share my thoughts.

Yes the tomb spyder isnt the CC monster you might hope for, and speed bumping with one is risky, but in an army where everything is overcosted (well maybe minus the monolith) 55 points for a "regenerating" t6 monstrous creature is really good.

Basic theory:

I think everybody knows that when using a tomb spyder u wanna make one scarab swarm and place that in cover, giving the tomb spyder a cover save, but maintaining the t6. This way the tomb spyders can potentially take a lot of ranged damage. This is where the tomb spyder is at
it's best. JUst make sure the tomb spyder is outside the 24" bubble. This way he'll probably be shooting 1-2 shots per squad at them, and you can stack wounds on the scarab.

Whenever I play with my 1500 points list, people really tend to concentrate fire on them. This is good since my army is very fragile at 1500 points and I want the deciever up and running. You could say that the tomb spyder is more of a terror tactic than an actual asset. "Woah you have a 55 point s6 t6 monstrous creature... oh neat he has his own regenerating tyrant guard".

When you need to hold you're opponent back for a turn feeding him tomb spyders is going to be a lot cheaper than any lords/warrior groups etc. 55 points really is cheap.


Extra monolith portal

Also another use (although a lot trickier) is using the rule, which allows you to place the warriors from wbb anywhere on the table, if there is no unit within 6". Say you deploy one squad of warriors on you're left flank, when you're main capstone formation is on your right. A smart player will first target the tomb spyder 12" away from the warriors, but in that case you can always use the portal, or hide the spyder. However if he decides to alphastrike the warriors, there's nothing sweeter than the look on your opponents face when he realises he was actually doing you a favour, letting you move all those precious phase out numbers right back into the heart of the cap stone formation.

If you are running destroyer groups, and they always get shot to pieces before you can wbb, try buying tomb spyders to go along with them. The tomb spyders attract fire and when a destroyer squad is completely wiped out they can use the tomb spyder to switch to your other destroyer group.

How have I used them in my army:

Although the tomb spyders are tricky, I really think they are more than the 55 point investment. I have to admit, although I've taken a lot of ideas from Fritz and his tactics, my own 1500 point army, has lost some of the main elements found in Fritz's builds. Destroyers replace by scarab swarms etc.. It has less firepower, but careful use of the monolith crystal and the deciever give you surprising lot of anti tank and infantry capability. This is why I have grown a need for tomb spyders, they add some much needed speed bumps and fire magnets, further protecting my warrior core. That is also why I have a destroyer lord, even though I have no destroyers. The increased mobility allows me to tie units up and I often use him in synergy with one of the tombspyders. Two t6 monsters is a lot harder, especially when one of them will just come back up again on a 4+.


There it is all bunched up in a couple of words (I've never been such a good writer) hope you guys can make sense out of it.

My 1500 points list

Deciever
300












300










Lord
100



Destroyer body 30



Ressurection Orb 40



Warscythe 10



phylactery 15



chronometron 10





205










10 Necron Warriors 180












180










10 Necron Warriors 180












180










10 Necron Warriors 180












180










3 Scarabs
36












36










3 Scarabs
36












36










3 Scarabs
36












36










Monolith
235












235










2 Tomb Spyder
110



particle projector 0





110








Total: 1498


Monday, 4 January 2010

Finished my Necron army

Hi guys and happy new year!

As a start for the year 2010 I finished my Necron army. Some of the guys are still missing their Gauss parts (I'm making them from electrical wire and painting them blue). But here are some pics.

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Friday, 1 January 2010

Necron Wraiths tutorial

I found an awesome wraiths tutorial through a Finnish forum.

Here are pics of the finished wraiths
click

And here is the comical tutorial

Sunday, 20 December 2009

Necrons vs Templars 1500pts.

So Saturday I played a game against a fellow Templar player and great painter, and faced the problem of not being able to play with my own Templars. My Eldar are really only starting up, so I didnt feel like playing a 1500 pts. game with so much proxies. I ended up taking my Necrons. I hadnt played with them for quite some time, and I decided to try something new (a lot of it inspired by Star God Fritz's work on his necron blog). Anyway here was my list

Deciever counter attack

Lord w/ destroyer body, scythe, orb and phylicatery planned to use him as a late turn contester

10 warriors
10 warriors
10 warriors

4 scarabs
4 scarabs these guys are my mainstay contesting units

Heavy Destroyer
Heavy Destroyer some actual anti tank, and late turn contesters

Monolith maybe for deepstriking on my opponents objective, or just to take care of the laundry

So what lol noob? No immortals? No destroyers? A C'tan? Well keep on reading.

My opponent had something like this.

Marshal (twin thunderhammers and terminator armour)
5-man terminator command squad w/ 2 assault cannons

Grimaldus

Emperors Champion (Accept any challenge...)

5 Assault terminators ( 4 lightning claws, 1 thunder hammer) w/furious charge

5 Crusaders w/ plasmagun and plasmacannon

5 Crusaders w/ power fist and meltagun

Land Raider Crusader




Overhead is deployment. We rolled base-objectives.

Turn 1: Templars had first turn and he used it to move up his crusader and fire at the warrior squad containing my destroyer lord, killing 2.

On my turn I moved up the deciever and shot everything at that land raider. Now here is an important note: My two heavy destroyers didnt manage a scratch on that land raider, but the first 10-man squad of warriors tore through it, immobilising it (and possibly winning the game), so use the heavy destroyers to take out transports and light tanks, against high AV targets the probabilities of mass Gauss Flayers is way better than two lascannons ( and in that case, all I really needed was an immobilised result).



Turn 2: Assault terminators disembark and procede to charge the deciever. The rest of the army moves up. The Assault terminators only manage one wound on the star god, but recieve 3 wounds in return. They are however fearless and easily manage the two armour saves.

On my turn my Monolith arrives, and one of the Scarab squads. I deepstrike the Monolith next to the crusader squad with Emperors Champion and Grimaldus, who are dangerously close to my Necron warriors. I detach the Destroyer Lord from his squad and prepare to charge in (in the hopes of buying another turn). The Monolith template shoots wide, while all the gauss flayers rapid firing fail to do much. The Lord charges in, takes 1 wound from the Emperors champion, one from Grimaldus and than attempts to chop the Emperors champion in half. He fails miserably, not causing a single wound, and takes a power fist to the head. Conclusion: Don't charge a squad with a power fist, relic blade and angry chaplain.




Turn: 3 The crusader squad with EC and Grimaldus consolidate and charge the squad holding my objective. They slaughter the squad. My Deciever finishes off the assault terminators and consolidates towards the crusader squad up my arse.

On my turn I rapid fire the crusader squad once again. The Monolith template shoots wide (once again) and the Deciever charges in. He kills off the Emperor's champion and a few squad mates.



Turn 4: The Terminator command squad has now reached pretty much the center of the battlefield and are closing in on my warriors.The Deciever kills off all but Grimaldus in close combat.

On my turn I turbo-boost the first squad of scarabs up the left flank, and retreat with the warriors. My Monolith starts to shift towards the terminator command squad. Defying the laws of nature (aka probability) Grimaldus survives the Deviever's deadly attacks. Ofcourse he cant wound the god back.




Turn 5: The terminator command squad continues to advance managing to kill one of the heavy destroyers trying to make a run for it towards the templar objective. Somehow Grimaldus survives another round of CC.

On my turn the first squad of scarabs turboboosts to take the ruins, which was the templar objective. The second squad turbo boosts up the left flank, to prepare to move in on turn 6. I shoot everything I got at the terminator command squad, killing 3 termies.

We roll, and it goes on.




Turn 6: The Templar command squad still try to push on, while the crusaders holding the temlar objective charge, and kill off the scarabs. Grimaldus dies, but than in horror I realise he has a special rule allowing him to rise back EVEN if killed by instant death. He passes the LD check, and the deciever has been decieved.

On my turn Scarab squad #2 turbo boost to contest, meanwhile the monolith glides in between the command squad and my warriors. The remaining heavy destroyers turbo boosts up the left flank, prepared for contesting, if it goes to turn 7.

We roll....... and it goes on!



Turn 7: the crusaders charge the new squad of scarabs, but don't wipe them out. The terminator command squad tries in vain to start going around the Monolith. My Deciever dispatches the irritating chaplain with ease.

On my turn the deciever prepares to charge the terminator command squad, however in the shooting phase, I decide to force them to take a Leadership test. They fail it. Being a sport (and a god) I charge the terminators anyway. The heavy destroyer turbo boosts to contest the templar objective. The deciever dispatches the remaining terminator, but the Marshal strikes back with his twin thunder hammers and 5 attacks, and manages 3 wounds!. Suddenly my "god" is left with one remaining wound! Good thing that was the last close combat round of the game.

Game ends with Necrons winning 1-0



Although Heavy Destroyers arent that great, there is one reason why I'm holding back on switching them for destroyers. Heavy destroyers can act solo ( and so are a cheaper contester). For antitank the best way to STOP a tank is by rapid firing it. The best way to DESTROY a tank is by thrusting a warscythe into it, or letting the star god play with it.

Tuesday, 25 August 2009

hot off the painting table



Hi,
so I havent posted in quite some time, been really busy. Now finally I have the time to post some of the stuff I've been painting. First my swampy necron warriors.



And than my nightbringer. I gave my nightbringer líghtning eyes, it's a bad angle, but I'll upload a new pic from another angle as soon as I take it.



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