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| 1850 Necron/GK Spyderstar | |
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| Tweet Topic Started: Mar 31 2014, 03:18 PM (233 Views) | |
| Unholyllama | Mar 31 2014, 03:18 PM Post #1 |
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Lord
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So here is the list from my latest battle report and that I'm working on for an upcoming tournament. If you aren't a big tournament player, this list may seem quite odd to you. The List HQ: Zahndrekh (Warlord) - Obyron Orikan the Diviner Troops: 5 Warriors - Night Scythe 5 Warriors - Night Scythe 5 Warriors - Night Scythe Heavy Support: Annihilation Barge (Gauss cannon) Annihilation Barge (Gauss cannon) 3 Canoptek Spyders (1 Gloom Prism) Allied HQ: Coteaz Allied Troops: 3 Henchmen (3 Monkeys a.k.a. Jokaero Weaponsmiths) Allied Elites: Vindicare Assassin Fortification: Imperial Bunker - Void Shield - Ammo Store - Emplaced Quad Gun Standard Deployment Tactics Standard deployment for this list will be as follows: - Night Scythes w/ Warriors are in reserve - Spyders and all 3 Necron IC's are in 1 unit (Zahndrekh or Obyron out front to tank wounds) - Annihilation Barges deployed on Flanks - Bunker deployed midfield or mid-deployment zone - Vindicare infiltrates into bunker (if outside of deployment zone) - Coteaz and Monkeys in a unit and are deployed onto the bunker's battlements or to a point where they could attempt to get onto such. - Coteaz will take 2 powers from Divination - Hoping for Perfect Timing or Precognition and then taking Prescience. Strategy - Spyder unit teleports and kills things every other turn. The unit should teleport within 12" of a target to to enable the transdimensional beamer on Orikan and the Staff of Light on Zahndrekh. - Zahndrekh should keep counter-attack on the spyder-star unless Orikan goes into Super Saiyan mode, which calls for Hit and Run. - Turn 2 should trigger Orikan's reserve rolling ability to almost ensure all 3 night scythes come onto the board. - Vindicare shoudl be used to remove invulnerable saves and pick off specific special/heavy weapons from squads when all other targets are nullified. - Coteaz and Monkeys are sitting back and hitting things with lascannons until turn 4/5 when they leave and focus on holding a close-by objective. - Barges and Scythes focus on killing any units they can. Rules of Interest This list relies on a lot of specific special rules from ICs and the combined strength of 3 spyders and 3 IC's. - Coteaz allows you to reroll your steal the initiative roll - Coteaz allows you to force your opponent to reroll his/her steal the initiative roll (preventing them from stealing) - Coteaz allows his unit to fire at any unit that deep strikes within 12" of himself - Zahndrekh can remove certain special rules from enemy units he can see. - Zahndrekh can add certain special rules to a necron unit (including hit and run, counter attack, and furious charge) - Obyron can deep strike himself and his unit every movement phase - Obyron can deep strike himself and his unit out of combat - Orikan makes everything difficult terrain on turn 1 for my opponent only - Orikan can force all failed reserve rolls for 1 turn to be rerolled - Orikan's weapon rerolls to hit and ignores armor - Orikan has a Transdimensional Beamer which has the potential of removing models w/o wounding - Orikan can power up making him S7 T7 and (most importantly) I4. - Spyders are a unit of Monstrous Creatures Edited by Unholyllama, Mar 31 2014, 08:56 PM.
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| Omar | Mar 31 2014, 06:31 PM Post #2 |
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Flayed One
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I like the list. I just have one question, what are the 3 monkeys? I found a reference to henchmen under elites but not troops. Or can Coteaz take elites as troops? |
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| Omar | Mar 31 2014, 07:16 PM Post #3 |
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Flayed One
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Nevermind. I found the Jokaero Weaponsmith entry.. Does this list not have an extra 5 points to spend somewhere? |
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| Unholyllama | Mar 31 2014, 08:55 PM Post #4 |
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Lord
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Yes Jokaero Weaponsmiths (and other henchmen) are troops via Coteaz. The list comes in at 1845pts; however, the only additional thing I could add is a lesser henchmen like a warrior acolyte; however, I would rather have a more dedicated unit than having to worry about an extra, worthless wound to take care of and protect so that I'm not forced to make a leadership test. One possible change I could do is the Ammo Store upgrade on the bunker. It's a 15pt upgrade that allows the Vindicare (BS8) to reroll 1's to hit (making it a 2+ rerollable instead of 2+/4+ to hit). It's only necessary for when I'm using his rifle but helps to ensure I hit my mark. If I drop that, it opens up 20pts which I still can't really put towards much of anything but henchmen or upgrade 1 unit of 5 warriors to immortals for some reason. |
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| Omar | Mar 31 2014, 09:54 PM Post #5 |
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Flayed One
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the only downside i see with this list is if the spyder star mishaps.. but even if they make it they cant charge on that turn.. you could add a single piece of tanglewire to the fortification for 5pts. although im not sure what good that will do you.. Edited by Omar, Mar 31 2014, 09:56 PM.
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| Unholyllama | Mar 31 2014, 10:35 PM Post #6 |
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Lord
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Agreed on the spyder mishap being an issue but it relies on me trying to mitigate that risk as much as possible. If it means being 16" out instead of the 12", I'm willing to take that for the safer chance. Likewise, I won't need to teleport out if Orikan is empowered since it'll give me a 2/3 chance for a successful hit and run which can be helpful in getting away as well. As for the tanglewire, I could add such on a flank of the fortification I guess. I may do that depending on how further games with this list go. I want to be careful since I can't put it in front of the bunker w/o giving my opponent the 6+ cover. So far, the primary weaknesses I've found in the list so far are a) Jaws of the World Wolf and b) precision strikes/shots against the spyders. With Jaws, doing an initiative test just sucks for all Necrons. Rune Priests turn into a priority target for barges, scythes, and the Vindicare. The gloom prism giving a 4+ negation in addition to deny the witch is nice but still not THAT dependable. Precision strikes/shots against the spyders are annoying but not the end of the world as the loss of 1 spyder turns the unit to majority toughness of 5. Overall weaker but it still contains a lot of 2+ and 3++ saves to manage. I guess I should also say that, while this is a powerful build, it is still not recommended to go toe to toe with a unit of Deathwing Knights. My purposeful test/mistake against them in the battle report I posted definitely saw such was a bad idea. It also doesn't help that I failed my first 3++ save with Zahndrekh against a smited wound but at least the entire unit didn't get wiped after 2 rounds of combat. Edited by Unholyllama, Mar 31 2014, 10:42 PM.
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| Omar | Apr 1 2014, 03:56 PM Post #7 |
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Flayed One
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have you though about dropping the quad gun down to a lascannon? it would give you a few extra 15 points to play with, with the 5 points you already have and if you drop the ammo store you have 35 points to spend.... another monkey? or an assortment of barricades, tanglewire and tank traps?.. |
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| Unholyllama | Apr 1 2014, 04:39 PM Post #8 |
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Lord
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I'm thinking about that as well. One of the nice things about the Quad Gun is that if I don't have the assassin fire it during the turn, it has automated firing at BS2 in which the twin linked aspect of it helps out a lot. That said - I'm not discounting it since getting the lascannon to intercept will be more effective when Heldrakes and the like come in. |
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| sulivan84 | Apr 1 2014, 06:11 PM Post #9 |
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Food
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and why not hide the spyders+obyron+orikan the first turn et put zandrekh in a scythe, disembarking him then just TP on him, no mishap possible... |
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| Unholyllama | Apr 1 2014, 06:55 PM Post #10 |
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Lord
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There's 2 large issues with this strategy. It makes it so Zahndrekh cannot use his ability to remove special rules from enemy models for the first two turns. The second issue is that it makes my spyders not really assaulting anything until turn 3. If they aren't in combat turn 2, then they aren't doing their job as a deathstar. |
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| Unholyllama | Apr 10 2014, 03:28 PM Post #11 |
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Lord
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So I played this list again the other night during my local, weekly league. My opponent was an Iron Hands player with nothing really special in his list (1 talon, 2 devastator squads, 1 centurion devastator squad, land raider full of terminators, etc.). I was handed the worst game I've had in a VERY long time. Big Gunz, Hammer and Anvil Deployment - Necron loss 0-14. Grav Centurions,4 Plasma Cannon shots, and 4 Lascannon shots from the two devastator squads made short work of the majority of my army. Still ended on Turn 5 but going first made the "drop the warriors onto objectives from Night Scythes" at the end meant they could be wiped on my opponent's last turn. That said - the guy was new and had a list error in that he also took Tigerius which shouldn't have been allowed since he's Ultramarines only. That said, his Plasmas still never got hot and only scattered to the point or reroll once (and that was the only unit he prescienced). EDIT: To expand on the list and what my opponent did to exploit some major weaknesses in the list. - Killing Spyders before IC's in the deathstar weakens it immediately. If I ran a Destroyer Lord instead of Orikan, I would have to lose all 3 spyders instead of 1 to make majority toughness drop from 6 to 5. - IC positioning is very important to protect/tank for the Spyders. In my game, I got a bad scatter that prevented me from putting spyders away from the threats since I scattered right up to the board edge and almost mishapped. - High AP & Grav rips apart this unit. 2+/3++ on Zahndrekh (or 4+/3++ on Orikan) can help mitigate some wounds but 3++ still fails 33% of the time. In this particular game, I had a few bad Look out Sir (2+) rolls and took some nasty PowerFists to the face and failed the 3++ saves. - 1 decent sized volleys of Lascannons easily disables the bunker and assassin within. While I knew grenades and flamers were a weakness when using the bunker, general high AP lascannons still did a number on it. 4 Hits, first took out the void shield and the remaining 3 hits yielded a glance and a penetrating hit on the building. That is 2 4++ saves to make on the assassin base but the building damage table added 6 more wounds to save and destroyed the quad gun. The bunker is still awesome; however, for protecting a single model, it just forces my opponent to drop more firepower into it. - End of game Warrior disembarkment isn't that good of a tactic. This tactic works great to claim open objectives at the end of the game; however, it is mostly ineffective if you end up having to contest. If your other units cannot blast the enemy off the objectives, then this tactic flounders a bit. - Specific to the list, my GK/Fortification detachment isn't powerful enough to help clear objectives - just to address vehicles and deathstars. Points could be better spent for non-tournament games. Edited by Unholyllama, Apr 10 2014, 05:27 PM.
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