Monday, November 14, 2011

Necrons of Doominess

After some practice games, I will say this:  it's mean.  comment freely, but after a couple test games and several changes made from what I learned, i have come to this list.  It is really super ouchy to get hit by it.  =)  The rumors of Necron inability to deal with armor is much exxagerated.

185pts Nemesor Zahndrekh

160pts 4 Harbingers of Destruction (1 x Solar Pulse)

215pts 3 Canoptek Spiders (1x Doom Prism, 2 TL Particle Beamer)
215pts 3 Canoptek Spiders (1x Doom Prism, 2 TL Particle Beamer)
215pts 3 Canoptek Spiders (1x Doom Prism, 2 TL Particle Beamer)

150pts 10 Canoptek Scarab Swarms
135pts 9 Canoptek Scarab Swarms
135pts 9 Canoptek Scarab Swarms

65pts 5 Warriors (Harbinger RearGuards)

65pts 5 Warriors (Harbinger RearGuards)

65pts 5 Warriors (Harbinger RearGuards)

65pts 5 Warriors (Harbinger Midfielders)

65pts 5 Warriors (Forward Team)

65pts 5 Warriors (Forward Team)


100pts Night Scythe

100pts Night Scythe



Heavy Support: 645
Troops: 590
Elites: 0
HQ 345
Fast Attack: 420

Points: 2000
KP: 16
Models: 74

4 comments:

  1. So the question is, how does it do in actual games? Specifically, it seems that there is very little in the way of long range firepower. How do you hold off somone with a ton of range for example would be one legit concern. Another is how easy the troops are to kill without transports to protect them.

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  2. Good points.

    Well the last opponent was Space puppies with 15 lascannons. I dont think you get any better and more powerfully ranged than that.

    The Scarabs average 9.5 inches in round 1, and a charge of 21.5 inches in round 2, plus the "free movement" they get from the growth of their swarm (which actually will allow them to charge in round 1 if you wanted, but i wouldn't advice it against a lot of armies). That means most enemies are inclined to shoot at THE SWARM instead of anything else, which protects the troop choices. Another protection for the troops choices is the fact that they are led by Harbingers of Destruction, so they need only be within 36" and still impact the game in a positive way. Every long range high powered enemy unit that fires at the Necron Warriors is not firing at the swarms nor Spiders. In ocver with Reanimation protocols, can you really kill enough Necron Warriors early to make it worth not killing the swarms?

    27 wounds attached to 9 monstous Creatures takes forever to chew through. You gotta' get started early on them too.

    The last piece is the Solar Pulse. The genius of this simple device in protecting your other assets is just awesome. Taking 20% of a persons firepower away through Nightfight is an enormous issue, twice as big in Dawn of War missions. That's big.

    So in actual games, it's done great. The troops have been morre than safe in all of them. The two Night Scythes are there to help me jump over the huge mass of swarms if necessary so I can get to rear objectives more than they are there for protection.

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  3. Imohtek would seem like a good leader to give this army. Why didn't you choose him. He's pretty awesome anyways, but the way he blots out the sun seems like ti would disadvantage the enemy WAY worse than you.

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  4. Points are always the issue. But let's assume I had the points. Would I spend them on Imohtek? Well no. HQ's just don't normally do a lot of the heavy lifting (with notable exceptions like Abaddon). In tourney play where the HQ is often a target for Battle points, you would prefer to keep him away from the action if it's possible. A villain you can keep away from the do-gooders but who can yet positively impact the game in a big way without firing a shot or throwing a blow is a strong play.

    Against the Space Puppies I took their Counterattack ability away and gave my swarms furious charge. Do the math. Big difference in results. Against Blood Angels who love to Furious charge you into the ground, what better villain than Nemesor Zahndrekh? He can literally turn a super unit into merely a great unit, a manageable unit. Taking a second villain is very rare for me. I think the only army I have two HQ's in is Sisters of Battle. My Tau, Chaos Space Marines, Imperial Guard, and Eldar all feature just one. My Warp Spider army uses two HQ's but my other Eldar builds do not.

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