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January 27, 2012 by darrell
Video Sponsors: Dark Age – Wayland Games Andy & Darrell take a look at nighthawknm’s undefeated 2000pts Necron list.
I’ve only played against the new necrons once, but the more and more I hear about necrons they seem to have some seems like cheese. I know people talked about the same way with grey knights but after playing with and against, their not op. Just have to play there strength and weakens. I’m hope that’s the same way here.
Yeah that is one thing I hated when people always moaning about other armies being so powerful – doesn’t help when you play to armies strength like you say lol
Necrons aren’t OP. I think the only op thing is perhaps Imotekh who can single handedly destroy armies and is too cheap for what he does. People will always cry OP when they struggle against something new.
Yes but it has to be night, Necrons can counter it, by bringing some solar pulses to the table, now its night and bam its day for a turn again.
Would be funny to do that if youre opponent is relying on Imotekh.
You say that but it needs a lot of 6′s which is tough to get trust me lol
Any chance of seeing it on paper ?
Seeinh what on paper?
I think he meant the army list “on paper” (whenever they do these videos, they’re never kind enough to include a text version available for easy and convenient perusal).
I took the liberty of writing one up in the comments below (or at least, that’s the list as far as I could tell from what info they gave us in the video). Please feel free to correct it.
Thx I posted the list and tactics I use in the bottom of the thread. THX again!
You’re forgetting the biggest upside of Necrons. survivability. With small units of warriors, you can potentially knock out the entiire unit in one round of shooting, or assault (negating anyone getting back up). Having a large unit pretty much makes sure it will get a chance to roll to get back up, or alternatively. Imagine you fire a whole bunch of shots and kill 13 out of 15 warriors. Now you have two lascannons or meltas… you can either fire at that juicy tank… or risk 5 warriors just getting back up on you. You “waste” the shots to make sure they don’t get back up. Just an example, you get what I mean.
plus the cost of the res orb is spread out among the warriors = one res orb servicing 17 warriors rather than just 9 if they are in an ark.
Plus, Necrons may be horrible in combat, but you’ll be surprised to see how many times a powerful melee unit simply can’t kill them in time before the game ends because they just keep getting back up. The larger the unit the better.
What I’m most surprised about is that this list doesnt have Scarabs… the most OP unit in the book.
Or that saying ‘your necrons will so lose in combat’ which suddenly turns into ‘bad dice rolling again, and again, and again’ for the opponent lol
Plus with the arks in formation you can keep pumping warriors into the combat.
Ya know I had great fun with the scarabs in the beginning. I even used the 9 spider Scrabble farm but as soon as all the locals saw the power of the scarabs, every army I faced was packed with strength 6 template weapons. AND the local shops play the rules that you duo le the wounds AND THEN instant kill that many bases!!! There was nothing but scarab goo every where when I played…..
As close combat is not strong point of Necrons they are in big disadvange when playing Cities of Death becouse of low iniative. Unlike Grey Knights that are good in both shooting and close combat, Necrons are good in shooting so that should be used for advange to hide they iniative disadvange in close combat.
I agree about the warrior units size, don’t need that many they’re pretty resilient anyway with ghost arks and no need for resorbs (maybe a unit without ghost ark from models left over should have one). Doomsday arks are good I think, they’re pricey but when they destroy that deathstar of the opponent they easily earn their points back.
The problem I have experienced is that if you put them in an ark, everyone. Blast the ark. If you put the warriors in front of the ark the opponents just blast the warriors and ignore the ark. With the res orb and the arks positioned to support all units, you can keep pumping them all back up to full power.
well if you have several ten man squads supported by arks, you might lose an ark, but a few units of those should give good resilience. Advance them as a phalanx to support each other so if one unit gets depleted several arks can boost it’s numbers. It is pretty important to get the numbers right though and its not a bad list.
Hmmm, how’d I would deal with most stuff in my army is 2 squad of 5 Pathfinders and their Devilfish fire markerlights at the Catacombs, on adverage i’d get 3-4 marks, i’d use them to remove the turboboost coversave and then fire a railgun from a Hammerhead, adding BS1 if I get lucky with the Markerlights, penetrating on 4s i’m more then likly to do damage on it, if he decides to take a wound on the lord, fair doos because that 13 armour malarkey is now gone, freeing it up to healthy shots from everything else in my army, there is only so many wounds that lord can take before the Catacombs need to accept the damage chart and without Quantum shielding even my Firewarriors can glance it. As soon as thats dealt with i’d target the Ghost Arcs with my Broadsides, 3 Railgun shots… yeah they won’t last long even when Quantum Shields get knocked away, then just rain hell on those ‘Cron Warriors with my 2 Hammerhead pie-plates with help from the markerlights, insta-gibbing on 2s whilst moving Firewarriors up with the Devilfish turn by turn, as for the Doomsday Arcs i’m not particually bothered, if they where smart they’d shoot the Hammerheads because they are dealing the damage even if they got a direct hit (which we all know is in the hands of ‘Sod’s Law’) they’d need 5s to glance, and i’d also get my Disruption pod cover save of 4 up, as for destroying them i’d deep strike my 6 Crisis Suits as close to them as possable, most likely in front of them so those side Guass Arrays can’t shoot them, and if I mishap I can re-roll with the Pathfinder Devilfish, my suits are usually armed with the Plasma Rifle – Fusion Blaster combo, when they land safely they’d just move up and melta the gits to oblivion.
Of course I haven’t met the guy so its likely he’d have a counter plan but thats my stratagy to taking out his stand and gun army, I out gun him. With bigger guns.
How would youguys deal with this list in your armies?
As a avid tau player I know the strength of the tau, but the tactic I use is to over fly the hammerhead with a sweep attack. I have been lucky so far to pop every hammer head I have flown over. I end my movement on the other side of the wreckage thus granting me a +4 cover save. Remember I also get a +4 cover save from your marker lights….. if I moved flat out on the previous turn. IMHO you would not strike with so many markers….
also I split deploy the doomsday arks granting side armor hits from at least two of the arks.
You can’t get cover saves against Markerlight hits. You only receive a cover save when you roll armor saves, so as markerlights don’t cause wounds you do not get a cover save from them.
Where did you read that? Was it a FAQ? I believe ya but my gaming circles require written proof. In as far as tank hunting….. I will be three feet across the board on turn one. 12″ deployment plus 24″ move. All I have to do is nick the outline of your tank to gain the sweep attack. If I cannot hit ya on turn one I try to use blocking terrain as best as possible and turn two you are mine with 6 attacks at 3+ resulting in strength 7 + 2d6 hits on you rear armor. I would love to play ya! Are ya around El Paso? Also I find the tau castle in the corner. Once I am in that quadrant with the command barges…. it gets little ugly.
Its in the main rule book mate on page 20, so long as a weapon doesn’t cause wounds no saves apply because they are not needed- The closest FAQ answer I could get was this, its not turboboosting saves but the answer is pretty much the same concept; “Q. Can a unit go to ground if affected by attacks that do not cause wounds (e.g. lash of submission)? A. You might, but such a move would be foolish, as it would have no effect other than stopping the unit from doing anything of its own volition in its next turn. The rules are quite clear that anything the enemy inflicts onto the unit works normally, so in the example above, the Lash of Submission would still work normally onto the unit and the unit would still be ‘gone to ground’ in its next turn. In other words, the only benefit of going to ground is to increase a unit’s cover save, so if you don’t have to take any cover saves (e.g. you have been hit by a flamer), don’t bother!” ( http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2030054_FAQ_40Krulebook_Feb2010.pdf – Page 2 )
And i’d love to have a game with you mate but I live in England and theres some inconvenience called the Alantic Ocean in the way. xD
That and odds are you won’t get to do the sweep across the tank thing in first turn, only a fool would place his tanks that far forward in my oppinion.
Well the only thing I will say is that the list is undefeated for a reason hey. Maybe he tried to change it and it did’t work out
Doomsday arks are great – in 1 game I wiped out 30 guys with just 1 of them, the dice gods were with me and the opponent was too be busy fighting the rest of front line to hit the doomsday ark back, imagine how 50 warriors are a little distracting for a vital few turns.
So according to the video, this is what he’s got:
Overlord (Warscythe) = 100 + Command Barge = 80
18 Warriors = 234 + Lord (ResOrb) = 45 + Ghost Ark = 115
17 Warriors = 221 + Lord (ResOrb) = 45
Doomsday Ark = 175 Doomsday Ark = 175 Doomsday Ark = 175
GRAND TOTAL = 1939 (not sure if Andy and Darrell left something out, or if @nighthawknm just kept the points lower for some reason)
If I was going to convert this into an 1850 list, this is what I would suggest:
20 Warriors = 260 + Lord (ResOrb) = 45
8 Warriors = 104 + Ghost Ark = 115
Doomsday Ark = 175 Doomsday Ark = 175 Annihilation Barge = 90
GRAND TOTAL = 1848
It is a simple list and subscribes to the philosophy of lots of one unit make for a formidable force:
Total Points = 1999:
HQ: 360 Points 2X Overlord + War scythes + Command Barge
Troops in the following formation: 1114 Points 18 Warriors + Lord + Res Orb Ghost Ark 17 Warriors + Lord + Res Orb Ghost Ark 18 Warriors + Lord + Res Orb
Heavy Support: 525 Points 3X DoomsDay Ark
My methodology is as follows and has not failed me yet… I deploy the above troop formation in the middle of the board as far forward as possible in a double row formation with a Ghost Ark nestled in between each unit: -X-X-. – = warriors with Lord. X = Ghost Ark. This allows for a nearly indestructible fire base. All warriors have their +4 save against +5AP and above weapons. If they fail or are not afforded that roll then they have the +4 reanimation roll provided by the Lord. With 17/18 warriors in a single troop, it is almost impossible to deny them their reanimation roll by wiping them all out in one phase. The Ghost Arks are arraigned in such a manner that they are never more then 6” from any unit. This allows for up to 6 warriors to be replenished by Repair Barge by both Arks having the proximity to support any unit of warriors on the field. On several occasions the battles have ended the with my original number of warriors even though I had taken several casualties in the beginning turns. Keep in mind this Repair Barge happens every round – so knock me down on turn one but do not continue poring on the fire power in turn two and i am replenished back with up to 12 warriors. Additionally with the arks separating the units it makes assaulting multiple units of necrons simultaneously problematic. Finally I always attempt to place this formation utilizing terrain so that I cannot be pelted by long range weapons. I sit back and wait for the enemy to come to me. It is glorious when someone is unfortunate enough to close into rapid fire range… 146 Strength 4 AP5 Gauss hits (Warriors/Arks) + 9 Strength 5 AP3 Staff of Light Hits (Lords). At 24” it is still a unit with basically a +4 invulnerable save (reanimation protocols) unit with 73 Strength 4 AP5 Gauss shots. If a unit is strong enough to make it into an assault on one of my troops, the Arks will continue to pour into the assault up to a fresh 6 necrons per turn.
My DoomsDay Arks are deployed to the rear of my side and separated to prevent template multi strikes. With a range of 72” I make every effort to shoot first concentrating that big Strength 9 AP1 template where it will do the most good. I have been fortunate enough to pop Land Raiders with the first shot leaving the next shot to decimate all those loathsome assault terminators that spilled out on the board. The third shot usually wipes them up if the second did not or I will rip apart any assault squad I can target.
The two Overlords mounted on Command Barges are my hunters. They move flat out across the board striking targets of opportunity. I keep them in a pair separated by, once again only enough space to prevent a template hitting both barges. The DoomsDay Arks usually have everything hugging blocking terrain as they move so I use a tactic I have learned from my Tau: Jump Shoot Jump. I will drive both command barges up behind blocking terrain with the enemy nestled on the other side. Next turn I will make a sweep attack hopefully in combat speed = 6 Strength 7 hits on a 3+ with no armor save against units OR 6 Strength 7+2D6 hit on a vehicle on 3+ even if the vehicle moved more than 6”. I will execute my movement in an arch so that I once again come to rest on the same side of the blocking terrain I started on. This means as with the Tau jumping from behind cover, taking a shot, and once again jumping back behind cover in the assault phase (jet pack move), they cannot have return fire focused on them. My Command Barges use the same principle on the sweep to avoid return fire. With the right terrain, I have
Never lost a command barge.
I’m going to a tournament on st valentines day Nd I was hoping u could have a look so far it’s been in defeated but maybe u could have a not pick into any of the weaknesses it has Tervigon catalyst toxin sacs Tyranid prime dual bone swords 20 termagaunts with toxin sacs Tervigon catalyst with toxin sacs Trygon Trygon vehicle killers such as Landraider monoliths. 3x hive guard 3x hive guard Doom of malantai in a pod 10 gargoyles with toxin sacs 8x genesteslers toxin sacs (re roll Nd get more rends) 8 x genesteslers toxin sacs What do u think. Catalyst to buff important units and the gargoyles give cover to trygons act as a distraction Nd kill devastates
Sorry, not much of a nid player…. Now if ya got a Tau or Necrons list ~ I could help ya…
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