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Ken's Highland Necron Army

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Ken's Highland Necron Army Empty Ken's Highland Necron Army

Post  Necron Camper Thu Oct 31, 2013 12:26 am

HQ:
Imoteck The StormLord.............. 225 points

Wargear: Special:
Bloodswarm nanoscarabs. Ever-living
Gauntlet of fire Humiliating Defeat
Phase shifter. Hyperlogical Strategy
Phylactery Independent Characture
Sempiternal weave. Lord of storm
Staff of the Destroyer. Phaeron
Reanimtion Protocols

Vanguard Obyrob..................160 points

Wargear: Special:
Ghostwalk mantle Cleaving Counterblow
Sempiternal weave. Ever-living
Warscythe. Independent characture
Reanimtion protocols
Vanguard's duty
Troops:
Necron Warriors................ 312 points

Unit: 24

Wargear: Special:
Gauss flayed Reanimation protocals


Dedicated Transport:

Ghost Ark..............................115 points

Unit: 1

Wargear: Special:
Quantum shielding. Living metal
Two gauss flayer arrays Repair Barge

Elites

DeathMarks.....................95 points

Unit: 5

Wargear: Special:
Synaptic disintegrator. Deep strike
Ethereal Interception
Hunters of Hyperspace
Reanimation Protocols


Lychguard.............................225 points

Unit:5

Wargear:
Hyperphase swords and dispersion shields.

Special:
Reanimation protocols

Fast attack

Canopteck Scarabs..........................90

Unit: 6

Special:
Entropic strike
Fearless
Swarms

Heavy:

Doom scythe......................175 points

Unit:1

Wargear: Special:
Death ray. Aerial Assult
Twin-linked tesla destructor. Deep Strike
Living metal
SuperSonic

Canopteck Spyder............. 100

Unit: 1

Wargear: Special:
Scarab hive. Fearless

*all upgrades*
Fabricator claw array
Gloom prism
Twin-linked Partical Beamer


(Points are for "ALL" the models in that unit
And upgrades also!)






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Post  Necron Camper Thu Oct 31, 2013 12:27 am

Crap didn't expect it to do that :/

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Post  Necron Camper Thu Oct 31, 2013 12:30 am

I'll post again tomorrow when I'm done school if you guys can't read it XD

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Post  Necron Camper Thu Oct 31, 2013 12:32 am

Also the other post was a lag my phone had so please ignore it

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Post  Planes Thu Oct 31, 2013 12:58 am

I can read it just fine, though the format with all the special rules is a bit long. Ideal for having on the physical list you take with you to the table when you're still getting use to the army, not so much for forum posting. Now let's take a look here.

You mathed out all the points spot on, but you went a bit overboard on the Warriors, as the unit cap is 20 and not 24 (base 5 + additional 15). Taking that into account, that puts you at 1445 points, leaving you with 55 to play with. On the flip side, though, you've only listed one troops choice, and this fact can actually fix both problems. If you split your Warriors into two squads, one 10 man and one 14 man, that would let you stay at 1497 points, with the 10 man squad riding inside the Ghost Ark, and the 14 man squad marching in front of it.

Let's take a gander at the rest of your list and figure out what it's doing. A Spyder and a Scarab squad working together is always a good show in my book. Just keep in mind that if you spawn scarab bases and none have died yet (as a result of you going first, your opponent having poor rolls, or other threats taking target priority) you will need additional bases beyond what you started with on the board. Having the Spyder teched out to that extent is a bit unusual, but given the format and your model restrictions it makes sense. The fabricator claw array and gloom prism would make it so you would want it hanging out by the Ghost Ark and Warrior blob, shielding them both from psychic powers, and potentially repairing the Ghost Ark if it suffers damage. That last bit is a bit more important than it may seem, as the Ghost Ark has the capacity to hurt itself. Combined with the fact that it can spawn bases of Scarabs, and those Scarabs tend to be squishy, you'd probably want to place the Scarabs behind the Ghost Ark to they could potentially claim cover from it in the early turns while keeping them in range of the Spyder.

The Deathmarks and Doom Scythe are both solid units that generally act in a solitary manner from the rest of your army. When they show up, they need to be dealt with or they will put some significant hurt on anything they don't like that day.

This brings us to your HQs and Lychguard. Are you planning on putting both HQs in with the Lichguard? It certainly feels like the right place for Obyron, with both them and him wanting to be in assault. Imotekh could go elsewhere, such as in with the Warrior Blob, but the Lychguard also seems like a good place for him to be, with the general tankiness of the Lychguard squad. If you really wanted to be cheeky with him, you could attach him to your Spyder to "body guard" it, as it would make the squad average toughness 6, hard to wound, and he brings a 2+ armor save and 3++ invulnerable save with him, making what wounds that do get through not stick.

Back to Obyron, though. As he wants to be in melee, and the Lychguard wants to be in melee, and both Obyron and Lychguard don't like Las Cannons pointed at them, you could consider starting them in walk-on reserve. The turn they arrive Obyron simply elects to use his Ghostwalk mantle and can try for a deep strike into the enemy's deployment zone. If the table has good obscuring cover, you could instead start them on the board and do this turn 1. While you can't charge off the deep strike, this does save you an awful lot of time crossing the board with a melee squad that has a low head count and no source of Fearless.


Looks like this list could be interesting, and 100% legal for the tournament so long as you split up your Warrior squad.
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Post  Necron Camper Thu Oct 31, 2013 9:07 am

My original plan was split all my necron warriors into groups of 5 (I know the rule of 20 Max. I put
Unit by accedent that was suppose to say model.)

And ok but sine scarabs are a Beast creature they can move 12 compared to the Spyder can only move 6 so that's going to be tough to keep them together XD
And also I have 6 scarabs so I have to keep some off then?

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Post  Necron Camper Thu Oct 31, 2013 9:32 am

It also makes more sence to make a group of 14 instead of 2 seperate groups. And the HQ's I think I'll put
Obyron with the lychguard and
Imoteck with the 14 warriors

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Post  Lore Weaver Thu Oct 31, 2013 10:00 am

Actually, with two objective heavy missions and no first blood, I'd go 10 in the ark and two units of 7 on foot.

I split my Dire Avengers in to two units and I'm happy I did. Especially Necrons warriors, as they are susceptible to melting when assaulted.
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Post  Rhaevyn Thu Oct 31, 2013 11:05 am

And you Want them to melt on the assault, don't have so many guys that the combat protects your opponent's unit from shooting during your turn.
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Post  Necron Camper Thu Oct 31, 2013 12:29 pm

Ok

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Post  Necron Camper Thu Oct 31, 2013 12:32 pm

But why do I want them to melt on the assault ?
Wouldn't I want them to shoot the enemy and have least casualties ?

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Post  Necron Camper Thu Oct 31, 2013 12:33 pm

Oh sorry don't read it well
Yeah I only have 1 squad that should be in combat the most the others will mainly be in shooting

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Post  Planes Thu Oct 31, 2013 12:38 pm

What they are trying to get at is that there are some armies that will be going out of their way to rush your forces and get into melee with them in a non-consensual manner. If and when this happens, if the squad they charged gets multched the same turn they charge it, then they will be just sitting there waiting for you to shoot them. If they don't destroy your Warrior squad the turn the charge it, they get to sit locked in combat for your shooting phase, effectively being immune to your shooting.
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Post  Necron Camper Thu Oct 31, 2013 1:06 pm

Ah ok I have a few plans for that hopefully that won't happen

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Post  dusktiger Mon Nov 04, 2013 8:20 am

here's your list in a pdf file ken. just print it and it'll be tournament ready for ya.
Ken's Necrons list
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