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Post by yuckfoo on Apr 24, 2013 20:50:01 GMT
I used to play Necrons in 5th edition a very long time ago and bought quite a lot of figures. Unfortunately, I lost a lot of them due to moving and whatnot but I recovered the following: 1 Destroyer Lord, 1 wraith, 12 warriors (3 scarab bases) a monalith (trying to find this still) and 5 immortals. I would like to use these models in a 1.5k competitive list with the exception of the monalith because I don't think it is very good anymore from what I have heard. Models I like and would like in the list (not including models I own): scarabs/spyders (not sure if there is a good spyder list out there), tomb blades, both scythes, more wraiths. I was thinking of putting the destroyer lord (mind scarabs and war scythe) with a group of wraiths and a couple scythes (one or two with immortals and the stronger scythe w/o immortals), and then maybe a ghost ark with necrons or tomb blades. This is just an idea I'm very new to 6th edition warhammer and I need some suggestions. Also, are tesla guns good?
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Post by neCZluva_a.k.a._MościNIECZlek on Apr 26, 2013 0:25:52 GMT
it depends on what small tesla is useles right now im mean barges anni and morties gauss does much better however tesla destrructors they only come twin linked are nice and can handel fliers;have the ark deslord with wraiths is damn nice scythes ordinary taken as dedicated transports do good as per 100pts per model but now (we used to field fliers spam and no one could handle it) more AA guns are present so they are not as that reliable and one has to create synergy witho other units heavey destroyers are nic there is a scarab farm now blast that instakills scarabs does not inflict 6 wounds - your emouve only one base so a plus big one tomb blades gaus either or paritcle projestors - forget small tesla arms get yourself a codex read it tell us what you like and will he lp;)
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Post by Lazanakisk60 on Apr 26, 2013 13:20:59 GMT
For competitive lists just go for one of the following:
-Destroyer Lord with Lots of Whipwraiths and 3 Annihiliation Barges. -6 Night Scythes with some Warriors and 3 Doom Scythes. -15 Spiders and 30 Scarabs.
To all those, add up an Overlord and some Warriors and you're ready!
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Post by yuckfoo on Apr 29, 2013 8:40:07 GMT
Sweet thanks guys, how good is that spyder/scarab list?
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Post by Lazanakisk60 on Apr 29, 2013 10:01:26 GMT
It's good because each Spider gets to create a Swarm per turn so with such a bunch of Spiders you will get that many scarabs per turn to bolster your exsisting swarms! And man, get yourself a codex
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Post by yuckfoo on Apr 30, 2013 1:33:06 GMT
I have the codex I just wanted to hear what you guys thought on this stuff. So I wanna make a spyder swarm list (1.5k) need some help with it. Cuz other than the spyders and scarabs idk what else to include, night scythe air support with immortals?
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Post by Lazanakisk60 on Apr 30, 2013 11:56:20 GMT
No, actually to this list I'd go for:
Overlord, Warscythe, Mindshackle scarabs, Resurrection Orb.
10 Warriors. 10 Warriors.
10 Scarabs. 10 Scarabs. 10 Scarabs.
3 Spiders with Particle beamers. 3 Spiders with Particle beamers. 3 Spiders with Particle beamers.
1505 points.
Now this is a very small force with little and fragile infantry, but remember it has 9 MCs who each have a twin-linked particle beamer (KABOOOM time!!!) and S6 T6!!!
Furthermore, you get to create 9 Swarms per turn!
So here's how to deploy: Separate the Warriors into groups of 5 and camp them to your objectives out of sight of the enemy if possible. Overlord should march alone towards the enemy lines where he can be of any use. If the enemy shoots at him, they waste shots from the Spiders and if they kill him he comes back on 4+ to keep distracting the enemy army. If he can attract his points worth of firepower before been removed, his job is done. Spiders should spread to form a wall of guns and Scarabs should deploy in front of them. Every turn you will reinforce each swarm with 3 spiders' worth of new scarab swarms. In the first turn run the Spiders to be closer to the scarabs for the rest of the game, but after that, stick to firing the beamers to the toughest infantry unit out there. If there is no infantry unit or no unit to pose a threat to a Swarm, run that swarm towards the closest vehicle and attempt to charge it always. Spiders will take care of the infantry units and run behind the scarabs to replace losses or bolster the swarms even above 10 models!!
But NEVER let the Spiders get away from the swarms: They total on 6 attacks and so a cunning enemy will try to charge them with a big unit to keep them from creating more swarms, so always keep a swarm around the spiders just in case.
So send the other 2 swarms to take care of anything they reach and keep a swarm nearby.
And that's it! Turn 3 at the latest you'll be in close combat with the scarabs, so from then on it is pretty much sealed for the enemy.
Always run everything on turn 1, it is better to eat some shooting and reach them next turn than fire some Beamers and forgo a turn of close combat!!
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Post by yuckfoo on Apr 30, 2013 23:39:45 GMT
So is this army list competitive? And also how does it deal with flyers?
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Post by Lazanakisk60 on May 1, 2013 12:34:32 GMT
It doesn't, at least not directly:
Flyers must move 18" a turn in a straight line so if you flood the battlefield with Scarabs they get destroyed.
And if they hover they will get charged by 20 scarabs next turn.
So yeah the list is competitive.
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Post by yuckfoo on May 1, 2013 18:36:39 GMT
Wow I'm excited. That's so many spyders though lol
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Post by yuckfoo on May 1, 2013 18:38:28 GMT
But the list shows 10 scarabs per unit. But isn't that maxed out? Or can the spyders bring the scarab units to a larger size than 10?
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Post by neCZluva_a.k.a._MościNIECZlek on May 1, 2013 20:26:47 GMT
yup they can. ;D btw SK nice idea with those scarabs and swarms but it depends whether when (at the beginning at the end )and by how many degrees can the flier pivot
if rules differ from normal vehicles.
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Post by yuckfoo on May 1, 2013 20:31:42 GMT
Well I'm sure that the scarabs will make short work of any ground vehicles lol
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Post by neCZluva_a.k.a._MościNIECZlek on May 3, 2013 9:41:23 GMT
not to take it off topic butta a unit hit by a thermostrave i said to take difficult terrain tests even in open ground
how does it affect unit's actions in terms of how to conduct combat subsequentl - i mean if it has to take such tests it strikes last unless equpied wit defensive granades in this case units hit simoultaneously
seismic crucible sounds resonable
how does thermostarve work wit c'tan whirling worldscape.
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Post by Lazanakisk60 on May 4, 2013 14:15:20 GMT
"Not to take it off-topic but..." Moss, I bet this will be more appropriate if you create a thread for that So yeap fliers can pivot but you must move them at least 18" forward so if they end up behind your scarabs then your work is done with fliers!! WATCH OUT THOUGH: Heldrakes with Baleflamers tend to be a pain against this list! If one gets in the way, throw anything you can to them and hope they hover next turn to get charged. Seriousely i can see 3 Heldrakes clearing house with the scarabs, so don't give the enemy the time to bring them in, when he does he should only be able to deploy them behind you (Still causing massive damage thought), that turn you should ignore them and charge anything you find to protect against flamers! Reason i saw this is because the Baleflamers are Str6 so they instant-kill swarms so 6 wounds mean 12 dead scarabs!!! So careful with those beasts!
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