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Post by hyv3mynd on Nov 9, 2011 15:55:45 GMT -5
I'll be there.
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Post by grubnards on Nov 27, 2011 16:34:28 GMT -5
Played my first game with my necrons last night against my son's Dark Eldar and I got tabled. Mind you it was a list comprised of what models I owned so none of the new models were involved and no special characters so take my thoughts with that in mind. I took the following: Overlord with Res Orb, Sempiternal Weave, Phase Shifter, Mind Shackle scarabs and Staff of Light Destroyer Lord with Sempternal Weave and WarScythe 15 Flayed Ones 20 Warriors (joined by Overlord) 12 Warriors (reserved) 12 Warriors (reserved) 10 Scarabs 5 Destroyers (joined by destroyerlord) 3 Heavy Destroyers Game Highlights Monolith was wrecked on first turn by Dark Lances. Scarabs were tied up for 2 turns by wyches. When the scarabs finally got by them they did take out a Raider and Ravager pretty quickly. Heavy Destroyers couldn't hit squat. (may just have been my bad die rolls) Flayed Ones did nothing and ended up fleeing. All warrior squads broke in combat and were run down by end of game. Overall thoughts... My Reanimation Protocol rolls were average/above average as most things kept coming back. Even the 5+ rolls were in my favor. Monolith cannot take cover from anything and since it lost it's old living metal rule, lances popped it quick. Not sure I could have done anything different with it. Scarabs performed as expected when they reached the vehicles. IMO, the heavy destroyers did nothing. For 180 points they missed a lot of shots. I think i am better running a squad of wraiths in place of them and leave my anti tank to the scarabs and gauss glancing. Will add more thoughts later...
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Post by Ranger Dude on Nov 27, 2011 18:07:17 GMT -5
I think your problem with the monolith is that it was the only target he had for his anti-tank. I've run into this before with some of my marine lists. If you only give your opponent one vehicle to shoot at, it's going to take quite a bit of anti-tank fire, and thus die quickly. Especially a big target that can't hide, like a Monolith.
More vehicles will help that some. Can't really help you with the rest. Have to get my own games in first.
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MajorSoB
Moderator
The oldest
THE GRUMPY OLD MAN!
Posts: 2,135
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Post by MajorSoB on Nov 28, 2011 3:53:59 GMT -5
Kevin, I have had a few games in now against the new Necrons and here are my thoughts...
1. The Monolith is pretty much worthless and a point sink. Drop it.
2. Immortals over Warriors for the most part.
3. Do not reserve an army that shoots.
4. Heavy destroyers are not as good as regular destroyers.
5. Courts are good. Necron lords with warscythes added to warrior or immortal squads gives you a decent close combat presence. While you probably will not win most fights, you can keep combat res closer and avoid breaking.
6. Scarabs and Spyders are that good. Take them.
7. Not sold on the vehicles yet but I also admit that I have not played against them. They seem kind of pricey for what they do.
Hope this helps!
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Post by netter on Nov 28, 2011 4:29:40 GMT -5
Great discussion. I've only played 1 game against the new crons and that was too skewed to make a call on.
I love the new codex. It allows me to build different types of lists but prevents putting a little of everything into one list (assuming 1700-2000 points).
So I give you two lists. One that works (in theory), and my assault list (which doesn't work, in theory).
The one that works. (maybe not perfectly, but the general idea is sound)
HQ
Overlord w/mindshackle scarabs, res orb.
Royal court with 4 lords with res orbs; 1 cryptek (despair), with veil.
Troops
2 x 12 warriors with Night Scythes 10 warriors. 2 x 10 immortals.
Elite
2 Triarch Stalkers w/TL heavy gauss.
Each unit gets an orb and a lot of shots will be twin linked by the end of the game. Groovy.
Assault list of doom. (I’m not set on the specifics but it will be something along these lines)
HQ
Overlord w/warscythe, mindshackle scarabs, semitemperal weave, res orb, phase shifter. Destroyer Lord w semitemperal weave, mindshackle scarabs, res orb. Royal Court: Crytek (despair) w/ veil. 2x lords w/warscythes, phase shifters, res orbs, semitemperal weaves.
Troops 2 x 6 warriors
Elite C’tan Shard w/Gaze and Writhing Worldscape
6 Lych Guard w/shields.
6 Triarch Praetorians w/pistol option.
Fast
3 wraiths w/coils.
The idea is for the overlord and cryptek to ride with the lych guard (veiling across the board is so much more fun than walking or riding). The destroyer lord runs with the praetorians. The remaining two lords stay with the warriors to give them some resilience and combat defence against weedy stuff. What do you all think of that!
netter
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Post by Brinan The Barbarian on Nov 28, 2011 12:58:36 GMT -5
Only one member of each court can leave and join a squad. Otherwise, the court is its own unit. Keep that in mind. Each squad can not have a res orb. Basically you'd have one lord joining a unit, and then a squad of 3 lords and a cryptek
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Post by grubnards on Nov 28, 2011 13:33:46 GMT -5
I definitely agree about getting more vehicles in there. Right now a single monolith is just a huge target. In my ideal list I want to try a couple of Ghost Arks and an Annihilation Barge or two but I can't buy anything until after the holidays.
Heavy Destroyers - Agreed, I think I'll just run destroyers and take the freed up spot for Wraiths.
Triarch Stalkers sound good, just need to wait until they release the models.
I've got plans to add crypteks, I just need to kit bash some deathmarks/warriors/tau drone models to make them up.
I'll continue to test out the book with what I currently have but my main focus will be on Eldar for the winter league and early 2012 events.
If anyone wants a fun game against my crons just let me know! I'd like to see how it fairs against other armies.
- Kevin
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Post by netter on Nov 28, 2011 17:17:06 GMT -5
Only one member of each court can leave and join a squad. Otherwise, the court is its own unit. Keep that in mind. Each squad can not have a res orb. Basically you'd have one lord joining a unit, and then a squad of 3 lords and a cryptek That's not how I read it. The wording of the rule is pretty specific. netter
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Post by Ranger Dude on Nov 28, 2011 17:55:39 GMT -5
Only one member of each court can leave and join a squad. Otherwise, the court is its own unit. Keep that in mind. Each squad can not have a res orb. Basically you'd have one lord joining a unit, and then a squad of 3 lords and a cryptek "Before the battle, each member of the Royal Court has the option of being split off..." It goes on to say that no unit may have more than one court member. But as I read it, all of them can be sent to other units, much like wolf guard.
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Post by fishboy on Nov 28, 2011 19:28:52 GMT -5
All I can say is watch for the first turn charge from Scarabs. Basically people are planning on taking scarab units then adding bases to them in the first turn from the spyders. They will add the new bases to the front of the unit, outside the deployment zone. You can gain 11" or more if this is done the way people are talking about. Cheesy I agree but I can not find anything illegal about it and I doubt GW wil FAQ it. This can lead to a first turn charge if you are not careful. Even if they can not get a first turn charge off Imotek gives them night fight on the first turn guaranteed so they can get close and within pounce range. Even later in the game it will get nasty as people add bases to units to get closer to you before they move.
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MajorSoB
Moderator
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THE GRUMPY OLD MAN!
Posts: 2,135
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Post by MajorSoB on Nov 29, 2011 0:01:26 GMT -5
To add to my list....
8. C'tans are good, have some very decent powers, tend to be fire magnets and can be pretty beastly if they see close combat.
Ranger, you are correct in regards to the court, not sure what Brian was talking about, maybe he meant the same thing but just didnt explain it as clearly.
Joe, I have seen plenty of first turn charge scenarios floating around the net with scarabs. Some of it may work while other parts of it is complete garbage. The way it works is like this, first place the original unit of scarabs at the edge of deployment. Add bases from the first unit of spyders, but the spyders have to be within 6" of the scarab unit, and the new models have to be placed next to an original base, therefore you can only get an extra 3" or so from that group of spyders. IF you want to continue the process by repeating it with two more groups of spyders, OK fine, but you do realize that you have now exhausted all your heavy support choices, and worse yet, you have broken the sacred "take one of everything" vow that you must follow to play locally as well. Its a nice trick, does have some play but scarabs are vulnerable to strength 6 or higher weapons ( removes bases ) as well as large blast from battle cannons and vindicators, just to name a few. I definitely think scarabs are good but not broken. Again, just my thoughts.
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Post by fishboy on Nov 29, 2011 21:29:55 GMT -5
Cant you add 3 bases if you have 3 spyders in a unit? Then you have to place the added bases in coherency to the unit you add them too. So that would be 11" per spyder unit that adds bases right? Too bad the bases dont have to be added within 6" of the spyder heheh.
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Post by crimthaan on Dec 22, 2011 7:26:30 GMT -5
Ben Mohlie brings up his thoughts on the new dex...interesting point of veiw
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pogysnacks
Sergeant
Jeremy Plisk ..um Orks>everything else
Posts: 239
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Post by pogysnacks on Feb 1, 2012 10:51:49 GMT -5
Necrons are solid, they take more thought to field and play than grey knights or imperial guard which are easily the top 2 armies in the game, and no I don't mean pure grey knights coteaz henchmen lists can effectively destroy anything that cam be fielded..but Neurons need to take advantage of high av vehicles w the quantum shielding and effectively mix units to dominate mid range shooting..scarabs are imo the best thing in the book when you consider the damage they can do for the points they cost, also don't sleep on the triarch stalkers, though they aren't overwhelming they will be focused down because of the damage they can do and the buff they give your army, I feel they are similar to Eldar where its your combination of units and how you use them in conjunction that will dictate the outcome of your game, players have an issue with neurons because you can't spam and win against everything like you can with the stronger armies. The army requires thought and patience, the spam and win tactic just wont work, if you're a netlist sleeper don't play necrons.
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