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stad

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Since: Aug 30, 2006
Posts: 29



(Msg. 1) Posted: Sat Dec 02, 2006 3:56 am
Post subject: [40k] Necron 1500 List
Archived from groups: rec>games>miniatures>warhammer (more info?)

Well I think the first thing is to axe the monolith for more troops,
but wants to put the toys in first.

Lord, Wraith and Destroyers rush in to lay smack with the spyder and
troops walking the slow march.

1500 Pts - Necrons Army

1 Necron Lord (HQ) @ 185 Pts
WarScythe
Destroyer Body [30]
Phase Shifter [30]
Gaze of Flame [15]

5 Immortals (Elites) @ 140 Pts
Gauss Blaster

3 Destroyers (Fast Attack) @ 150 Pts
Gauss Cannon

9 Scarabs (Fast Attack) @ 144 Pts
Disruption Field

3 Wraiths (Fast Attack) @ 123 Pts
Claws

1 Monolith (Heavy Support) @ 235 Pts
Gauss Flux Arc; Particle Whip
#Power Matrix [0]

1 Tomb Spyder (Heavy Support) @ 55 Pts
Claws; Particle Projector

13 Warriors (Troops) @ 234 Pts
Gauss Flayer

13 Warriors (Troops) @ 234 Pts
Gauss Flayer

Necrons: 38

Phase Out at: 9

Models in Army: 49


Total Army Cost: 1500

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Myrmidon

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Since: Jun 19, 2006
Posts: 163



(Msg. 2) Posted: Sat Dec 02, 2006 7:33 pm
Post subject: Re: [40k] Necron 1500 List [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <agb2n212b75vh1screvhgpa49dsv8v79vn.RemoveThis@4ax.com>, stad.RemoveThis@spam.spam
says...
>
> Well I think the first thing is to axe the monolith for more troops,
> but wants to put the toys in first.
>
> Lord, Wraith and Destroyers rush in to lay smack with the spyder and
> troops walking the slow march.
>
> 1500 Pts - Necrons Army
>
> 1 Necron Lord (HQ) @ 185 Pts
> WarScythe
> Destroyer Body [30]
> Phase Shifter [30]
> Gaze of Flame [15]
>
> 5 Immortals (Elites) @ 140 Pts
> Gauss Blaster
>
> 3 Destroyers (Fast Attack) @ 150 Pts
> Gauss Cannon
>
> 9 Scarabs (Fast Attack) @ 144 Pts
> Disruption Field
>
> 3 Wraiths (Fast Attack) @ 123 Pts
> Claws
>
> 1 Monolith (Heavy Support) @ 235 Pts
> Gauss Flux Arc; Particle Whip
> #Power Matrix [0]
>
> 1 Tomb Spyder (Heavy Support) @ 55 Pts
> Claws; Particle Projector
>
> 13 Warriors (Troops) @ 234 Pts
> Gauss Flayer
>
> 13 Warriors (Troops) @ 234 Pts
> Gauss Flayer
>
> Necrons: 38
>
> Phase Out at: 9
>
> Models in Army: 49
>
>
> Total Army Cost: 1500


Bottom line - how many models down before this army phases out?

Myr


--
"I'm already impoverished from buying wargames minis,
and I'm too knackered for riotous living..."

-- Moramarth

RGMW FAQ: http://www.rgmw.org

Or...

http://www.sheppard.demon.co.uk/rgmw_faq/rgmw_faq.htm

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stad

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Since: Aug 30, 2006
Posts: 29



(Msg. 3) Posted: Sun Dec 03, 2006 12:56 am
Post subject: Re: [40k] Necron 1500 List [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Sat, 02 Dec 2006 19:33:07 GMT, Myrmidon <Imnot DeleteThis @home.com> wrote:


>> Necrons: 38
>>
>> Phase Out at: 9
>>
>> Models in Army: 49
>>
>>
>> Total Army Cost: 1500
>
>
> Bottom line - how many models down before this army phases out?
>
> Myr

Well if immortals count, then I have 31 (26 warriors , 5 immortals) so
I can lose 22 of them or 17. I can lose the monolith to max out their
numbers, add 10 more.
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Myrmidon

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Since: Jun 19, 2006
Posts: 163



(Msg. 4) Posted: Sun Dec 03, 2006 2:57 pm
Post subject: Re: [40k] Necron 1500 List [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <kem4n25laf3cio0p127sotajelimnjn2k1.RemoveThis@4ax.com>, stad.RemoveThis@spam.spam
says...
> On Sat, 02 Dec 2006 19:33:07 GMT, Myrmidon <Imnot.RemoveThis@home.com> wrote:
>
>
> >> Necrons: 38
> >>
> >> Phase Out at: 9
> >>
> >> Models in Army: 49
> >>
> >>
> >> Total Army Cost: 1500
> >
> >
> > Bottom line - how many models down before this army phases out?
> >
> > Myr
>
> Well if immortals count, then I have 31 (26 warriors , 5 immortals) so
> I can lose 22 of them or 17. I can lose the monolith to max out their
> numbers, add 10 more.
>
Well, you may want to add the warriors at least part of the time
to vary your list (and keep opponents guessing). I have seen Monoliths
get dropped in nothing flat, where as 10 warriors takes ten more kills
to eliminate them - assuming they all fail their W.B.B. rolls. The
other nice thing about adding more to your troops units is that there
are plenty of missions that allow only troops to be deployed first, so
having more troops would definitely be to your advantage in those
situations.

Are you planning on having anyone grouped with your Lord to take
advantage of the Phase shifter?


Myr

--
Jesus saves! Everyone else in the unit takes a wound.

- Donovan Borman

RGMW FAQ: http://www.rgmw.org

Or...

http://www.sheppard.demon.co.uk/rgmw_faq/rgmw_faq.htm
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stad

External


Since: Aug 30, 2006
Posts: 29



(Msg. 5) Posted: Sun Dec 03, 2006 6:57 pm
Post subject: Re: [40k] Necron 1500 List [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>
>Are you planning on having anyone grouped with your Lord to take
>advantage of the Phase shifter?
>
>
> Myr

Troops are good, as for Lord, I am deploying him with the other
skimmers that way they fly at the same speed. Although normally only
the lord would want to go HtH so for this experiement. I would have
deployed him with the wraith, but their save is +3 inv so it would be
pointless.
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Ward B.

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Since: Sep 25, 2005
Posts: 109



(Msg. 6) Posted: Mon Dec 04, 2006 7:13 am
Post subject: Re: [40k] Necron 1500 List [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

<stad.TakeThisOut@spam.spam> wrote...
> Lord, Wraith and Destroyers rush in to lay smack with the spyder and
> troops walking the slow march.

Bzzzt! Thank you for playing. The Scarabs are an obvious charge unit.
However, Destroyers should never get within 24" of an enemy unit if you can
help it. They are vastly more effective as a shooting unit than as a hand
to hand unit. Their mobility, plus the fact that they can move and fire
heavy weapons, should be used to keep them out of reach, not get within it.

> 1500 Pts - Necrons Army
>
> 1 Necron Lord (HQ) @ 185 Pts
> WarScythe
> Destroyer Body [30]
> Phase Shifter [30]
> Gaze of Flame [15]

Applause for *not* taking either a ResOrb or a VoD. Those two are a little
too obvious, and a little too common.

> 5 Immortals (Elites) @ 140 Pts
> Gauss Blaster
>
> 3 Destroyers (Fast Attack) @ 150 Pts
> Gauss Cannon

These two units are both very shooty, and more vulnerable than you might
think. Remember, you only get a WBB roll if there is another unit of the
same type within 6", and downed units awaiting WBB rolls don't count! So,
if someone flattens the entire squad, they're all gone. One battle cannon
shot or massed fire can ruin your whole day.

> 9 Scarabs (Fast Attack) @ 144 Pts
> Disruption Field

Sure you want the disruption fields? They're only good against vehicles...
might be helpful against a Dread, but not much else.

> 3 Wraiths (Fast Attack) @ 123 Pts
> Claws

While these guys are hard to kill, they have their drawbacks. First, they
are a lot of points. Second, they don't have power weapons and can't rend,
so they do have trouble scoring kills.

> 1 Monolith (Heavy Support) @ 235 Pts
> Gauss Flux Arc; Particle Whip
> #Power Matrix [0]

It will be very helpful if your opponents are dumb enough to shoot at the
Monolith. With this list, they are much better off using high strength,
high AP weapons to instantly and permanently kill anything bearing the
"Necron" label. The Monolith is also very useful as it gives you the rare
ability to pull a shooty unit out of close combat.

> 1 Tomb Spyder (Heavy Support) @ 55 Pts
> Claws; Particle Projector

Two comments. First, the Particle Projector is of limited use. It's range
12" and Tomb Spyders have a wretched BS 2, so it is unlikely to see much
use. Furthermore, with this list, there is no benefit to the Tomb Spyder's
special ability to allow WBB rolls. That only helps if you have two
different squads of the same type, and you're not that likely to have all
the warriors go down, so they won't need it.

> 13 Warriors (Troops) @ 234 Pts
> Gauss Flayer
>
> 13 Warriors (Troops) @ 234 Pts
> Gauss Flayer
>
> Necrons: 38
>
> Phase Out at: 9

This is your biggest weakness. This list is very vulnerable to Phase-out.
The Immortals and Destroyers will evaporate quickly unless you protect them
and keep your opponent's LoS to them restricted. Your second biggest
weakness is hand to hand, particularly against opponents with Power Weapons
and/or rending. Some real combat monsters have weapons that ignore
Invulnerable saves. If you encounter one of those, odds say you'll lose all
your Wraiths in a single round.

On the plus side, Necrons are tough and shooty. The Monolith is a fire
magnet that's nearly impossible to kill, and if it draws the fire of a
troops squad with 1 heavy weapon and a pile of bolters, that's very good
indeed. While you do have some effective hand to hand units, there aren't
that many of them, and numbers matter.

Good harvesting,
--
- Ward
wardcb at earthlink dot net

"Many of life's failures are people who did not realize how close they were
to success when they gave up."
- Thomas Edison
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stad

External


Since: Aug 30, 2006
Posts: 29



(Msg. 7) Posted: Tue Dec 05, 2006 12:52 am
Post subject: Re: [40k] Necron 1500 List [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Mon, 04 Dec 2006 07:13:58 GMT, "Ward B."
<wardcb.DeleteThis@NOSPAMearthlink.net> wrote:

><stad.DeleteThis@spam.spam> wrote...
>> Lord, Wraith and Destroyers rush in to lay smack with the spyder and
>> troops walking the slow march.
>
>Bzzzt! Thank you for playing. The Scarabs are an obvious charge unit.
>However, Destroyers should never get within 24" of an enemy unit if you can
>help it. They are vastly more effective as a shooting unit than as a hand
>to hand unit. Their mobility, plus the fact that they can move and fire
>heavy weapons, should be used to keep them out of reach, not get within it.
>

Point noted. Would you suggest a good combo for a destroyer lord?

>> 1500 Pts - Necrons Army
>>
>> 1 Necron Lord (HQ) @ 185 Pts

thanks for your comments, I wanted to try something different

>> 5 Immortals (Elites) @ 140 Pts
>> Gauss Blaster
>>
>> 3 Destroyers (Fast Attack) @ 150 Pts
>> Gauss Cannon
>
>These two units are both very shooty, and more vulnerable than you might
>think. Remember, you only get a WBB roll if there is another unit of the
>same type within 6", and downed units awaiting WBB rolls don't count! So,
>if someone flattens the entire squad, they're all gone. One battle cannon
>shot or massed fire can ruin your whole day.
>

So would you suggest I can the Immortals for more troops? (asking for
more for xmas, but with 10, it is more of a VoD pairing that I would
use) I know its unoriginal...


>> 9 Scarabs (Fast Attack) @ 144 Pts
>> Disruption Field
>
>Sure you want the disruption fields? They're only good against vehicles...
>might be helpful against a Dread, but not much else.
>

I am in a meat grinder trouney, 5 battles in 4 hrs, speed to dispatch
his tanks is my goal... against a troop army I figure they would be
just harassers...

>> 3 Wraiths (Fast Attack) @ 123 Pts
>> Claws
>
>While these guys are hard to kill, they have their drawbacks. First, they
>are a lot of points. Second, they don't have power weapons and can't rend,
>so they do have trouble scoring kills.
>

See I would hope they would be more of a distraction, and cause the
opponent to deal with them with forces. I have no intention of them
rushing into big baddies, that will be for the lord to take on.


>> 1 Monolith (Heavy Support) @ 235 Pts
>> Gauss Flux Arc; Particle Whip
>> #Power Matrix [0]
>
>It will be very helpful if your opponents are dumb enough to shoot at the
>Monolith. With this list, they are much better off using high strength,
>high AP weapons to instantly and permanently kill anything bearing the
>"Necron" label. The Monolith is also very useful as it gives you the rare
>ability to pull a shooty unit out of close combat.
>

I think I pulled the monolith in ver 2 to bump up troops to 20 and 19
each.

>> 1 Tomb Spyder (Heavy Support) @ 55 Pts
>> Claws; Particle Projector

That is interesting, I just wanted one, but I might add a solo heavy
destroyer instead for flavour (and I have just 1 model)...

I have alot of warriors now, around 60, but I wanted to have a bit
more flavour than just the horde...

I could also try

Necron Lord - Destroyer Body, Phase Shifter, Phylachery, and Gaze of
Flame...

3 groups of 16 warriors

Monolith

3 Destroyers

4 Scarabs (plain)

Deep strike the monolith who deploys a squad of warriors (guess I
cannot do that until next turn right...) but at least I can fire...
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Ward B.

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Since: Sep 25, 2005
Posts: 109



(Msg. 8) Posted: Wed Dec 06, 2006 2:56 am
Post subject: Re: [40k] Necron 1500 List [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

<stad.RemoveThis@spam.spam> wrote ...
> "Ward B." wrote:
>><stad.RemoveThis@spam.spam> wrote...

> Point noted. Would you suggest a good combo for a destroyer lord?

The build you had in your original list was pretty good, actually. I don't
have anything to add on that build... However, if you decide to build a
Lord who *isn't* on a Destroyer platform, I have recently come across some
interesting lore regarding the leaders of the Necrontyr, and I include it
for your edification. Smile

"Necron leaders come in two basic flavours:
The first is the "cheery" flavour, traditionally equipped with pom-poms and
a miniskirt, although in Necrontyr, the word "pom-pom" is spelled
R-e-s-O-r-b. So, the cheery-leader Necron is typically surrounded by a
horde of glistening warriors, all of whom the cheery-leader exhorts to rise
and offer a second performance after their first pistoning endeavours have
left them spent and lifeless. The only essential equipment for this sort is
the ResOrb a.k.a pom-pom, although depending on the type of warrior
employed, spare batteries might also be wise.
The second leader is the "tart" flavour, which has unnatural moves and a
rather remarkable come-hither in the form of a Veil. One flip of the Veil,
and the desired warriors are at the leader's side, nothing flat. This sort
is particularly devastating if it also has a compelling stay thither to
Shroud away the unwanted attentions of lesser individuals - suddenly get
close to them, many of them, so that they are only 7" or 8" away and
expecting close physical contact, then reject them all via covering with the
Shroud. Those of low morale will be broken and flee this rebuke, many
leaping straight off the nearest furniture edge in despair. The equipment
here always includes the Veil - dress for success - and adding the Shroud
and a good Staff should give much satisfaction. On the other hand, if the
Shroud is omitted, then either a good Chrono or a stern Gaze is essential in
arranging events to your satisfaction.
If neither of these flavours pleases your tongue, you can always try the
C'tan, though there the cheese is quite overpowering."

>>> 5 Immortals (Elites) @ 140 Pts
>>> Gauss Blaster

> So would you suggest I can the Immortals for more troops? (asking for
> more for xmas, but with 10, it is more of a VoD pairing that I would
> use) I know its unoriginal...

No. Immortals are a great fire support unit - the Gauss blaster is Assault
2, 24", and IIRC has better strength and AP than a storm bolter. If you
have the slots, two smaller squads walking up with the Spyder are just fine.

And for the VoD, you might want to just take a big troops unit. That works
surprisingly well. I once dropped a big troops unit (16 or so) plus the
Lord, about 7" in front of the Tau gunline once. The massed flayer fire
took out a good chunk of a Crisis team. Of course, the Tau unloaded
EVERYTHING on that unit (which still wasn't enough to wipe it out), but that
bought time for the rest of the Necron army to close in unscathed, and for
the Tau things went very badly indeed from then on.

>>> 9 Scarabs (Fast Attack) @ 144 Pts
>>> Disruption Field

>>Sure you want the disruption fields? They're only good against
>>vehicles...
>>might be helpful against a Dread, but not much else.

> I am in a meat grinder trouney, 5 battles in 4 hrs, speed to dispatch
> his tanks is my goal... against a troop army I figure they would be
> just harassers...

You want the disruption fields. Since scarabs move as jetbikes, there's
also the option to turbo boost 24" straight ahead on turn 1, and turn 2
charge the extremely shooty unit (Devastators, Broadsides, Reapers,
whatever...) in the enemy's back lines. Smile

>>> 3 Wraiths (Fast Attack) @ 123 Pts
>>> Claws

> See I would hope they would be more of a distraction, and cause the
> opponent to deal with them with forces. I have no intention of them
> rushing into big baddies, that will be for the lord to take on.

That might work. I'll be interested to see the results.

> That is interesting, I just wanted one, but I might add a solo heavy
> destroyer instead for flavour (and I have just 1 model)...

Translation: fire magnet! However, it is one of the very few high
strength, high AP guns the Necrons have, and that might just be worth it.

Good harvesting,
--
- Ward
wardcb at earthlink dot net

"Many of life's failures are people who did not realize how close they were
to success when they gave up."
- Thomas Edison
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