doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 9, 2015 23:09:37 GMT -6
Since I'm not really at the stage where I can improvise, any suggestions on a point total?
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Post by Nick P on Nov 9, 2015 23:23:36 GMT -6
I'm bringing 1850, so can play any point total needed. Would prefer either 1500 or 1850 though
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 10, 2015 7:11:24 GMT -6
Ok I can pre plan for those two contingencies
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Post by Nick P on Nov 10, 2015 8:03:23 GMT -6
If you like, I can bring some extra necrons for you to use as well! I typically run a decurion, made up of 20 warriors, 2 ghost arks, 10 immortals on foot with a beefed up super lord, 4 tomb blades, a bare-bones destroyer cult (9 destroyers, destroyer lord), and a canoptek swarm (6 wraiths, 1 spyder, 6 scarabs). If you want to use any of that, let me know!
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 10, 2015 10:56:23 GMT -6
I'm going to run a decurian core with harvest, tomb, and deathmark auxiliaries (Craig has made me paranoid about deep strikes). I have a ghost ark I need to assemble but painting it first makes me want to punch a puppy. I plan to add some lych guards as well but pinning and magnetizing their arms has been a bit more involved than I anticipated so they are not on the docket yet.
Since I have almost no idea what I am doing outside of theory I am more than open to some suggestions on what I can improve on tomorrow
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Post by Nick P on Nov 10, 2015 11:19:46 GMT -6
What comes in the Tomb formation? Is that the one with the monolith?
Honestly, the main decurion formation is super good, with the immortals, tomb blades, and warriors. I would suggest ghost arks and tomb scythes for transports, since foot slogging isn't a recommended way to play with how much firepower is out there lol
Don't bother with magnetizing the lychguard - they're resilient enough with their reanimation protocols and T5 that giving them the S7 of using a warscythe is super worth it. The shield/sword isn't that great of a combo frankly. It also saves some headache with magnets and pinning!
Honestly, with the Deathmarks, Canoptek Harvest, and Monolith, plus the core formation, you're probably closed to maxed out in terms of points, since most games are 1500-1850. There's little in the necron codex that isn't good, so building formations that you think are fun to play is a great way to go!
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Post by Nick P on Nov 10, 2015 11:21:02 GMT -6
Oh, and if you want me to bring some models for you to use, while you wait to finish up building/painting, let me know! I'm happy to let you use a ghost ark or 2, triarch stalker, destroyers, etc etc if you want to try them out.
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Post by rogerspacem on Nov 10, 2015 11:38:48 GMT -6
In terms of game play? If so that varies a bit, especially who you are fighting but I will say the best thing you can do is get that ghost ark build cause that is going to be your saving grace for your...uhh... (forgot name) basic infantry, considering the ark is able to shoot both sides of its hull and able to create more nercons warriors (remembered!) In my first few games I played, I didnt have a transport and my space marines will literally all die (at least 70%) on turn one. Sure I didnt go first in the games and my plasma guns all blew up, but having a extra protection goes a long way. You are not really looking to wipe off the entire enemy force, you are trying to keep you guys alive long enough to score points and to cripple your enemy's forces at the same time. Also another great thing your ark provides is mobility, which another great thing to always have. For deep striking, the only way to counter is to make it difficult for your opponent to land where he wants too, so spreading your army out could work. Or having forces in reserve might help counter his (but again situational.) Let me know, anyone, if I am saying something useful... or spewing nonsense. Hope this helps.
P.s: you are nercons so having a means of bluffing regenerate is always nice :-D
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Deleted
Deleted Member
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Post by Deleted on Nov 10, 2015 12:08:10 GMT -6
For deep striking, the only way to counter is to make it difficult for your opponent to land where he wants too, so spreading your army out could work. Or having forces in reserve might help counter his (but again situational.) Another really useful protection against deep-striking is the terrain on the table. Placing your units in ways that utilize terrain features to block line of site, or provide cover is a great defense against deep-striking units. If you anticipate deep-striking units deploy your vehicles with there rear armor place against a solid wall feature, denying your opponent easy access to vulnerable points. Likewise, placement of objectives can be used to deter your opponent's deep-striking units. If you place all of the objectives close together with your units, you know they are going to place their terminators very close to your units and the objectives. By placing the objectives further away from your units and relying upon your mobility you are forcing your opponent to play to the objective, or to engage you. Most Deep-striking units are not particularly mobile after they land (assault marines & dark eldar being notable exceptions) so if they go after your army, they won't be able to get to the objectives. You can also place those objectives in dangerous places for deepstriking units such as near table edges or in difficult terrain. Just be wary of drop pods, they are very reliable and their special rules prevent them from misshaping. Versus drop pods marines its best to rely on your inherent Necron durability and then cut them down with firearms or the Lych Guard.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 10, 2015 13:03:49 GMT -6
Ok that was a lot to take in, but I think this is in order- -a tomb is the one with a obelisk, which I really like. I don't screw around with monoliths because I hear they are awful -I kinda figured scythe was the way to go, the magnetization is more for learning purposes and practice (the need for which will become especially clear when you see my short bus magnetized spyder) -I may well take you up on the loan of an Ark. Edging every piece of mine is taking forever but I know I need at least 1 if not 2 -Thanks for the deep strike advice, I am still learning how to handle objectives and be a bit more aggressive in taking them. This will be my first game with anything approaching a thought out force so it will be interesting
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Post by Nick P on Nov 10, 2015 13:18:43 GMT -6
Cool, I'll pack up a ghost ark with my Dark Eldar and bring that along tomorrow.
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doubleback
novice
I rock harder than most, yet less hard than some.
Posts: 1,262
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Post by doubleback on Nov 10, 2015 13:36:29 GMT -6
Please do!
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Post by Dougtrio on Nov 10, 2015 13:57:32 GMT -6
Long Warhammer Wednesday thread is long.
Once again, I'm out due to real life crap (father-in-law in town, CPA exams, going to Japan, etc)...
Miss blowing chaos and xenos to bits with you guys!
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Post by rogerspacem on Nov 10, 2015 14:33:11 GMT -6
Yup making it the longest thread for a wednesday match. No im trying to help double d, but honestly im a little excited about tomorrow. Not sure why.
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Post by 1D3chan on Nov 10, 2015 15:16:20 GMT -6
-I may well take you up on the loan of an Ark. Edging every piece of mine is taking forever but I know I need at least 1 if not 2 Or the "Loan of Arc" Detachment, as it's known
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