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1500 point army with Doomsday arks; will this work?
Topic Started: Mar 20 2014, 06:33 PM (295 Views)
chf3kl9
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Canoptek Scarab
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Hello fellow overlords,

I am planning a game agains a tau player and it will be 1500 points.
Do you think this list will be viable?
HQ:
Overlord, warscythe, resorb, ccb
Overlord, warscythe, resorb, ccb

Royal court:
cryptek, abyssal staff, nightmare shroud, veil of darkness
cryptek, abyssal staff, nightmare shroud, veil of darkness

Troops:
20 warriors
20 warriors

Fast attack:
wraith
wraith

Heavy support:
Doomsday ark
Doomsday ark


The idea is that de overlords race to the enemy to combat them or at least keep them away from firing.
The wraiths will stand in front of the doomsday arks, jump away in the movement and run back to the front of the doomsday ark after the shot of the doomsday ark, providing them with cover-save.
I want to fire the arks on the infantry to thin out/remove the main threat of the deepstriking warriors, who will then fire at the vehicles.

As I already asked, will this be viable?
Edited by chf3kl9, Mar 20 2014, 06:50 PM.
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M0Dark
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Not likely. The tau will ignore your cover save. At 1500 pts you will face a lot of high strength shots which will obliterate the ccbs and arks. Ccbs are fast but can't do anything else if they go flat out so you can only move 12" then assault. If you deep strike 21 models you best have a huge area to land in, they cant be within 1" of an enemy or any walls trees etc and you will be in a perfect formation for railgun submunitions to kill 1/2 your unit + in one shot. For me at 1500 pts of tau I would have a riptide and 2 units of broadsides with missiles and a hammerhead with the special guy. Pathfinders for marker lights and some of the obligatory fire warriors with a cadre fireblade. Your list has too few units. I would go to 10 warriors and have 4 units, drop the nightmare shrouds and the res orbs as well as the wraiths as they are going to be useless as you intend them. take an annihilation barge and lots of scarabs. Go for any vehicles or pathfinders with the scarabs and shoot Pathfinders, broadsides Then fire warriors with arcs and barges. Use the warriors on whatever is in range.
I would rate Tau as one of the hardest opponents for necrons as they basically do what we do but better (with less survivability though). Don't over estimate a riptide. 3 broadsides or a fire warrior squad will hurt you a lot more and be easier for you to kill (except ol on CCB he should go for riptides first).
Lichguard with shields in a scythe could be funny against tau. Drop in near broadsides and watch shots bounce back onto them. Death & dispair would work better though for less points.
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M0Dark
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Duplicate post sorry.
Edited by M0Dark, Mar 20 2014, 07:43 PM.
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Unholyllama
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Some of my recommendations will echo M0Dark's. In addition, I'm going to try and not replace the doomsday arks since, while expensive, they are pretty decent if you can get line of sight with them.

First off, get rid of both crypteks and ResOrbs. They aren't going to help in the current circumstance. With the points that are freed up, give both a Phase Shifter and MSS. This will make a huge difference if/when they encounter a Riptide, Farsight, and/or Shadowsun.

At 1500pts, I would probably push for 3 units of 10 warriors with 1 in a Ghost Ark for protection and support.

With those adjustments (and if my math is still correct) it'd leave you 105pts left over which would be perfect for adding 3 Wraiths and forming a unit of 5 which you'll want to advance forward along with your Overlords in order to provide a LOT of close combat pressure - which'll make any tau player squirm.

So my recommended list isn't a whole lot different but here it is:

HQ:
Overlord (PS, WS, MSS) on CCB (Gauss)
Overlord (PS, WS, MSS) on CCB (Gauss)

Troops:
10 Warriors in Ghost Ark
10 Warriors
10 Warriors

Fast Attack:
5 Wraiths

Heavy Support:
Doomsday Ark
Doomsday Ark



Tactics:
With your warlord being alone, I would push for rolling on the Personal Warlord Traits table.

Overlords and Wraiths advance forward quickly to put pressure while your doomsday arks focus on taking out Broadsides, Crisis Teams, and Hammerheads (not necessarily in that order).

Overlords should focus on taking out any of the major (non-troop) units and vehicles. Running them as a pair would be advisable so they can support themselves. If they can sweep attack the pathfinders on the way up, all the better but don't go out of your way to do this.

Wraiths should focus on troops. If Pathfinders can be in the path of their destruction, all the better but really, you want to get these into the Kroot/Firewarriors ASAP.

Warriors move forward as if it was the opening scene of Terminator.

Best of luck - take notes and make sure to report back. I'd love to hear how you did and what you ended up deciding to take.


EDIT:
In the event that my math is a bit off, begin dropping warriors off of the foot slogging units (minimum squad of 7 though) to make up the points. 1 Wraith is better than 3 warriors.
Edited by Unholyllama, Mar 20 2014, 09:29 PM.
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Mechanicus_Adept
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unholylama has a good suggestion.

but i would use the extra free points to add a necron lord with res orb for a warrior unit.
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chf3kl9
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he will not use shadowsun, he doesn't have farsight enclaves (and no farsight model), he will not use riptides against me, and his heavy support will probably be 2 hammerheads and a skyray (normally I use a doom or night scythe)
He doesn't like the look of kroot, so he will not field them.
I know about markerlights, but if I keep the doomsday arks out of that range I will be fine.
oh about the resorb on the overlords, all of my friends hate it when an overlords comes back and my reanimation protocols are most of the time 4's.

About the warlord traits, with this list I am able to use the IA12 warlord traits, I can say it is a dark harvest army (warrior units are above 10 models)

I still have some time to decide what to take, because the game will be on 11 april (I am really busy atm, so I don't have time between now and 11 april). I will make a battle report if I don't forget it.
Thanks for the feedback so far!
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chf3kl9
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The problem at this moment is that most of the things I try just don't work, I have tried a list similar to the list you mentioned, but it got wrecked, while it is a good list (since new tau codex I haven't won even a single game against them).
Edited by chf3kl9, Mar 20 2014, 11:26 PM.
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Oberron
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A very useful couple of units to help out the D.D. ark if you want them as your core are the triarch stalker to give them twinlinking (because missing their one shot of goodness makes me sad) and spyders. Since you have two DDarks you can have a group of 3 spyders with TL particle cannons to help blast fire with the D.D.arks and repair it if its weapon gets destroyed and defend it from nasty droppods or other deepstriking units.

with the ccb overlords switch one out with Nemoser Zhandrek and grab obyron. you zoom zhandrek out and deepstrike obyron with the warrior blob he is with near Zhandrek with no need to scatter. Zhandrek can toss stealth or counter charge out to units to prevent them from being mowed over or giving stealth to one of your DDARks and obyson with a warrior blob will give them a VERY strong melee fighter when/if they get assulted
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M0Dark
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The new Tau codex is very powerful. Perhaps go a bit crazy take 2 warrior squads in night scythes. 2 dlords with mass and sw each leading 5 wraiths 2 WC. 3 Ab and 4 scarab bases. Just surge forward into combat hoping for the best. Alternatively you could take a transcendent ctan. It will be half your points with cosmic fire, wave of withering and transliminal stride but at t9 only his big guns can hurt it and it has a 4++, also importantly he will get no saves against any of its weapons so you can slide over the pathfinders, cosmic fire a squad and wow a vehicle all in one turn. If he has broadsides it will die fast though as they can put out a blistering amount of fire, and it will be a priority target.
I haven't played Tau with my necrons so not sure how this would work out but my marines only won when they got right in there from turn one. Any hanging back and Tau win.
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