Ken's Highland Necron Army
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Ken's Highland Necron Army
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!)
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!)
Necron Camper- Mystic
- Posts : 199
Join date : 2013-04-18
Re: Ken's Highland Necron Army
Crap didn't expect it to do that :/
Necron Camper- Mystic
- Posts : 199
Join date : 2013-04-18
Re: Ken's Highland Necron Army
I'll post again tomorrow when I'm done school if you guys can't read it XD
Necron Camper- Mystic
- Posts : 199
Join date : 2013-04-18
Re: Ken's Highland Necron Army
Also the other post was a lag my phone had so please ignore it
Necron Camper- Mystic
- Posts : 199
Join date : 2013-04-18
Re: Ken's Highland Necron Army
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.
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.
Planes- Lord of Titan
- Posts : 3156
Join date : 2011-11-27
Location : Mai'laun
Re: Ken's Highland Necron Army
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?
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?
Necron Camper- Mystic
- Posts : 199
Join date : 2013-04-18
Re: Ken's Highland Necron Army
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
Obyron with the lychguard and
Imoteck with the 14 warriors
Necron Camper- Mystic
- Posts : 199
Join date : 2013-04-18
Re: Ken's Highland Necron Army
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.
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.
Lore Weaver- Lord of Titan
- Posts : 4609
Join date : 2010-01-05
Re: Ken's Highland Necron Army
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.
Rhaevyn- Lord of Titan
- Posts : 2465
Join date : 2011-08-19
Age : 46
Location : Mike Bidyk
Re: Ken's Highland Necron Army
But why do I want them to melt on the assault ?
Wouldn't I want them to shoot the enemy and have least casualties ?
Wouldn't I want them to shoot the enemy and have least casualties ?
Necron Camper- Mystic
- Posts : 199
Join date : 2013-04-18
Re: Ken's Highland Necron Army
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
Yeah I only have 1 squad that should be in combat the most the others will mainly be in shooting
Necron Camper- Mystic
- Posts : 199
Join date : 2013-04-18
Re: Ken's Highland Necron Army
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.
Planes- Lord of Titan
- Posts : 3156
Join date : 2011-11-27
Location : Mai'laun
Re: Ken's Highland Necron Army
Ah ok I have a few plans for that hopefully that won't happen
Necron Camper- Mystic
- Posts : 199
Join date : 2013-04-18
Re: Ken's Highland Necron Army
here's your list in a pdf file ken. just print it and it'll be tournament ready for ya.
Ken's Necrons list
Ken's Necrons list
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