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Post by Nick P on Jan 29, 2015 22:31:48 GMT -6
First Official 1850 List, after spending the evening with codex scans. It should be a fun army to build, paint, and play with AND against now that Necrons aren't super OP under certain builds. Anyone who has experience with necrons, please lend any advice you can since the last time I played Necrons was in like...2004. Whoa. Combined Arms Detachment: HQ: Destroyer Lord (warlord) - 195 - Nightmare Shroud, Phylactery, Phase Shifter
- Warscythe
Cryptek - 105
- Solar Staff, Chronometron
TROOPS: 10 Necron Warriors - 235 10 Immortals - 300 - Tesla Carbines
- Night Scythe
10 Immortals - 300 - Tesla Carbines
- Night Scythe
ELITETriarch Stalker - 140 - Twin Linked Heavy Gauss Cannon
Triarch Stalker - 140 - Twin Linked Heavy Gauss Cannon
FAST ATTACK5 Canoptek Wraiths - 215 HEAVY SUPPORTAnnihilation Barge - 120 Annihilation Barge - 120 FIXED WALL OF TEXT for daniel:
- Destroyer has 2+/4++, and 5+ reanimation (works like FnP but even against Instant Death). Rocking S7 AP2 in combat, and T6. Also can choose a unit once per game within 18", make them take a 3D6 morale test.
- Cryptek gives his unit a 5++ vs shooting, and 4+ instead of 5+ on their reanimation protocols. He's got an assault 3, S5, AP3 gun as well to take out MEQs, and once per game he can "solar flare" and force the opponent to snap fire at him and his unit for that turn.
- Warriors and Immortals are pretty standard - Gauss on the warriors and ghost ark, so they can glance vehicles to death all day. Tesla on the immortals, to help with horde armies. Night scythes for the immortals, since its their only transport option - and because you need some anti-flier in this game.
- Triarchs are here because they're really damn cool, and I can't wait to paint them up. Triarchs give everyone within 6" +1 to their BS (doesn't stack), and if they hit an enemy unit with their gun the rest of the army gets to TL their shots at that same target.
- Wraiths are great combat units - now T5. Also beasts, so can hit combat faster thanks to having fleet now. Whip coils let them hit at I5 instead of I2 (basically lash whips).
- And finally, annihilation barges - basically big Tesla platforms, to pop out 4 TL S7 shots and 3 S6 shots to help target light vehicles, fliers, or infantry - really pretty useful against all targets AV13 and under.
Big Question: What do I do with the lord and cryptek? I want to put them together with wraiths, but putting infantry and jet pack into a unit of beasts just ruins everyone's movement bonuses. Maybe I need to put the, together with a unit of immortals? Maybe I need to drop one of the triarchs to grab a unit of Lychguard for them to bum around with? Thoughts?
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Post by daniel, why on Jan 30, 2015 8:26:13 GMT -6
WALL OF TEXT OMG JOEL Oh wait Nick posted that.
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Post by jefferestinpeace on Jan 30, 2015 8:42:15 GMT -6
shit.
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Post by Nick P on Jan 30, 2015 8:58:52 GMT -6
WALL OF TEXT OMG JOEL Oh wait Nick posted that. Hey man, you're all in my thread, I do what I want. Also I fixed it a bit, for ease of reading.
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Post by jefferestinpeace on Jan 30, 2015 9:17:52 GMT -6
So both your HQs are pretty defensive and reactionary, being nigh unkillable while also being able to dish out the hurt when needed, but you're not going to want to be aggressive with them, as you don't have the blobs nor are they Captain Americas or Daemon Princes or anything. They should backfield it up to deal with any deep strikers or infiltrators and guard your flanks while everything else that's mobile does the mobility stuff.
So, why Destroyer Lord instead of just Lord? Can jetpack units go into transports?
Is the ghost ark open topped? Is there an open topped Necron transport?
Also keep in mind your Immortals aren't going to start shooting until turn 3. If they're your horde control, that's a lot of time you're giving that horde to get to you before you can respond with your main counter. Granted, it's not like you're light on shooting, but you are lighter with 20 of them off the board for awhile.
That's all I got for now.
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Post by Nick P on Jan 30, 2015 9:58:19 GMT -6
So, the destroyer doesn't have to be reactionary - he's a straight up beatstick, and can dominate almost everything (except daemon princes or Iron Hands bike-lords) in combat. Its just awkward with the jet pack unit type, since the only other jet pack units are other destroyers, and no one wants to put their CC super HQ into a unit of heavy shooters. Its the equivalent of putting a beefed up Captain into a unit of devastators...you just don't want to do it.
I can see myself running him behind the wraiths, only joining them for combat once they've made it across the board? That way they get their 12" move, and he gets his 6" move + Jet pack move...they can both keep up, its just they have 2 different ways of doing it, which is weird...but the net result is about the same.
The cryptek is very much a "+1 to reanimation" tax, with some nifty gear to make him just a tad more useful. I might look at just including a Royal Court formation somehow, and grab 2-3 of these guys naked, just to add to all my units and give them that +1 instead of focusing on fancy gear.
Idk if jet packs are precluded from transports, so I'd have to look at that...if he is, then I'll probably have to just take a normal lord and throw him in with some lychguard or something instead.
Yes, the ghost ark is open topped - so those 10 warriors are shooting their guns, as well as the 10 guns on the vehicle itself. So its dishing out 20 Gauss shots per turn at 24", and 30 at 12".
Immortals might be in on turn 2, but you're right I can't guarantee that. It's very much a situation where, if I for sure need immortals on turn 1 to help clear hordes, I'll just deploy the flyers empty when the time comes. I'm not exactly hurting for shooting, but 20 tesla shots (that, thanks to their 6's = 2 more hits turn out to average about 19 hits) off the table is definitely not as helpful.
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Post by Nick P on Jan 30, 2015 10:03:58 GMT -6
PS the way the army bundles work out, I can get my entire 1850 list for about $60 less by buying the "Tomb Awakens" boxed set twice, instead of the individual models...which also gives me 10 lychguard that I wouldn't have otherwise had, and 2 Lord models (from the annihilation barge's alternate build), so I'll have some flexibility in here. I just wanted a destroyer lord because, I mean, have you seen that guy? So freaking cool!! Plus I already bought all the bits to build him off ebay, oops.
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Post by jefferestinpeace on Jan 30, 2015 10:07:11 GMT -6
No, he's bad ass, for sure. He'll just be a bit vulnerable due to his awkward unit type is all. And even though your Immortals might come on turn 2, they're not going to be dropping and shooting, right? So, turn 3. But you're right, you don't have to throw them in there.
So Lychguard are a thing now?
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Post by Nick P on Jan 30, 2015 13:02:55 GMT -6
The immortals can drop on turn 2, why not? They just get teleported in from the night scythe, as long as it doesn't move over 24" they can still shoot full BS. And they can still disembark after it moves its full 36", but then they can only fire snapshots.
And yes, lychguard are a thing now - much cheaper, and come stock with 3 WS4 S7 Ap2 attacks on the charge, with a 3+ save and 4+ reanimation (if you put the cryptek with them, which I would).
More I think about it, the more I think for competitive sake I need to bring a footlord. Give him the same gear, but throw him in a flyer with the cryptek and the lychguard...so they can come in, drop 36" up, cryptek can launch his solar pulse to force snap shots against the unit, then they can move/charge on turn 3 and dominate whatever they hit.
Maybe I can run the destroyer lord alone as a mini-MC isntead? I mean, he's about as tough as a carnifex, right?
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Post by jefferestinpeace on Jan 30, 2015 13:36:22 GMT -6
Ok, cool, didn't know how Night Scythes worked.
Sounds fun
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mike
Butts
Posts: 628
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Post by mike on Jan 31, 2015 17:35:55 GMT -6
How many blocks of those flesh bots are you going to take?
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Post by Joelercoaster on Feb 1, 2015 7:02:39 GMT -6
Jet Pack assault move is 2d6", for the record
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Post by Nick P on Feb 1, 2015 10:43:18 GMT -6
Man, the more I look at it the more I want to take the Decurion Detachment instead of a CaD...I mean, everything gets 4+ reanimation automatically, which saves me several hundred points of crypteks...problem is, the formations are kinda wack. Like, having to take tomb blades isn't the worst thing, since jet bikes with TL storm bolsters aren't shabby, especially with ignores cover. But having to take Praetorians (2 units!!) in order to grab a stalker is rough, and having to take a doomsday arch in order to get my annihilation barges is tough. And the special rules are kinda...almost good. If I take the Decurion, here's what I think I'd be looking at: Reclamation Legion: warlord can reroll trait in necron table - Overlord - war scythe, phylactery, phase shift, nightmare shroud
- 10 Immortals - tesla, night scythe
- 3 tomb blades - nebuloacopes, shield vanes, TL gauss cannons
- 10 warriors - ghost ark
- 10 warriors - ghost ark
Annihilation nexus: if doomsday ark suffers a penetrating hit, an annihilation barge within 6" can take the hit instead. - Doomsday ark
- Annihilation barge - tesla, tesla, tesla
- Annihilation barge - tesla, tesla, tesla
And then either of these two formations, and I'm torn between them. Canoptek Swarm: every unit from this formation within 12" of the spider gets reanimation protocols or one of two other special rules that don't matter because RP is 100% the correct choice - Spider
- 6 wraiths - whip coils (+3 initiative)
- 5 scarab swarms
Judicator battalion: stalker picks a unit in line of sight and everything in the formation is twin linked against that unit - Triarch stalker - TL heavy gauss cannon
- 5 triarch praetorians
- 5 triarch praetorians
It just feels awkward to have praetorians be TL against something, with their guns only a 12" range. Plus having to take two units of them (and they're expeeeeensive) is weird.
The Decurion is probably the way to go for the 4+ alone, but shit man idk.
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dex
neophyte
STATUS
Posts: 739
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Post by dex on Feb 24, 2015 11:11:15 GMT -6
Looks like fun, if yo look into the new detachments there is one where you can get back up on a 4+ and its more like FNP now.
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Post by Nick P on Feb 24, 2015 11:33:20 GMT -6
Yeah the way RP works now is basically exactly like FnP, except you get it all the time, even against D or ID weapons. And yes, if I use the decurion, everything gets 4+ RP instead of 5+, which is phat beatz.
So I decided to just get all the above formations, and then I can switch them out as needed to change the playstyle of the army. Also I'll be grabbing an extra 10 immortals and an extra night scythe, because if I decide to play a CaD I'll want that extra damage output for sure.
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