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Necron Vs Chaos PL; Need some feedback on this list 80 PL
Topic Started: Aug 10 2017, 05:22 PM (119 Views)
Mechanicus_Adept
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Flayed One
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I will be playing tomorrow against a Chaos player that appears to field many tzeentch sorcerers and units that cause mortal wounds.

I was wondering if this list is sufficient enough to play against them. we are agreed to play play a power level game.

hq
cryptek w/ staff of light [6 PL]
illuminor szeras [8 PL]

elite
1x c'tan nightbringer w/ time arrow [12 PL]
10x deathmarks [10 PL]

heavy
2x annhilation barge w/guass cannon [14 PL]
1x canoptek spyder [4 PL]
w/ claws, gloom prism, 2x particle beamers

fast
6x canoptek scarabs [4 PL]

troops
5x immortal w/guass blaster [4 PL]
10x warriors [6 PL]
20x warriors [12 PL]
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M0NS_1914
Canoptek Scarab
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Hey Mechanicus,

So full disclosure, I have not played an 8th edition game against Chaos or thousand sons but I'm happy to offer my opinion should you consider it.

On the whole I think that your army has a solid ideas behind it, but I know that I could provide a better opinion if I knew if your opponent's army composition. If he favors demons then Annihilation barges are a great choice, if he's using rubric marines and vehicles they're not as efficient and I would actually recommend a full unit of destroyers with a destroyer Lord to do double duty.

Additionally, while the death marks can drop down and target one of the sorcerers you'll be fighting, I actually think that putting those points into another unit of warriors will be more efficient. Warriors with a cyptek are solid counter to both high AP weapons and mortal wounds because of their cheap price, invulnerable save, and benefit to RP.

As for the night bringer himself, he's a fun model but unfortunately, he needs to be really close to get the full benefit of his use and I don't know how likely that is if he's taking cover behind the warriors that are only moving 5 inches a turn. While I'm not normally a fan of destroyers, their mobility and multiple shots can handle big targets from a distance and I think you'll get more mileage with them especially if you replace sezeras with a Destroyer Lord.

The Canoptek Spyder while helpful for the the barges would probably be more efficiently spent on filling up troops or another unit of Canotek Scarabs to soak up mortal wounds from all the smites coming your way.

Hope this helps and good luck!
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Death1942
Immortal
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I would drop the night bringer and grab the deceiver instead. His damage output is roughly the same but he has the added movement trick which is really handy.

Don't bother with deathmarks, they aren't worth the points for taking out 1 character.

Split the scarabs into 2 units of 3 scarabs. This way you can spread them out across the board to take all the smite spam that might come your way.
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Mechanicus_Adept
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Flayed One
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@death1942. can chaos tzeentch player really move fast enough to use smite easily? i was thinking of using 6 so that the spyder can help restore some of the scarabs while the spyder stays behind the barges.

I honestly do not know what the opponent will bring, but I am primarily using the deathmarks as a way to counter anything that is deployed at beginning or end of movement phase.

If i split the scarabs into smaller units then i am possibility losing the first turn... unless from your experience you have seen most chaos players going first.

The deceiver idea sounds good as it allows me to move units around a bit if i deploy wrong or need to get near certain objectives.

@M0NS_1914. This is a good idea. I might drop the sypder and add more scarabs since mortal wounds are my concern.
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Mechanicus_Adept
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Flayed One
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i finished playing a game against the chaos player... he was taking it easier on me than i thought.

the chaos army was nurgle. the tenacious ability is really good. the army composed of 3x nurgle marines units, 1x cultist, 1x chaos lord, 1x scorcer, 1x nurgle bell (model has bell?) and 2 nurgle drones.


Take away from game:
*the deceiver was a good idea as it helped move immortals and c'tan to better firing positions. The time arrow was a good idea to bypass the tenacious ability.
*the canoptek spyder did the task of denying one psychic spell per turn, and keeping the scarabs alive longer than they should be
*the deathmarks manage to be a threat to chaos nurgle warlord even though the warlord has 2+ save. it was an expensive distraction, but the unit did help me win the game.

overall i did enjoy playing the list. :D
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Death1942
Immortal
[ *  *  *  * ]
Sounds like you did well in the game. In regards to your questions about smite spam, it certainly is possible to move up psykers in most armies to within 12" of your units. Chaos alone has a psychic power that lets them move twice in a turn and a daemon prince with wings (or a sorcerer with a jump pack) is moving 12" per turn.

First turn got FAQ'd the other day to just a +1 roll so maybe have a look at your list for next time and keep this in mind.

I don't rate the spyder at all but the way you ran it is the only real viable way to use it. Either keep going with that set up or just ignore psychic powers completely and invest the points into more Necron tricks.

Glad you liked the deceiver teleport, it is one of our best tricks.
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