|
Necrons
Sept 27, 2021 19:06:26 GMT -5
via mobile
Post by lastcranston on Sept 27, 2021 19:06:26 GMT -5
++ Battalion Detachment 0CP (Necrons) [98 PL, 12CP, 2,000pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Dynasty Choice: Dynasty: Novokh
+ No Force Org Slot +
Bound Creation [4 PL, 80pts] . Cryptothralls . . 2x Cryptothrall: 2x Scouring Eye, 2x Scythed Limbs . Cryptothralls . . 2x Cryptothrall: 2x Scouring Eye, 2x Scythed Limbs
Dynastic Advisor [4 PL, 90pts] . Technomancer: Canoptek Control Node
+ HQ +
Anrakyr the Traveller [7 PL, 140pts] . Warlord: Warlord Trait (Codex 5): Implacable Conqueror (Aura)
Chronomancer [5 PL, 105pts]: Aeonstave, Arkana: Hypermaterial Ablator
Lord [5 PL, 75pts]: Relic: Veil of Darkness, Warscythe
+ Troops +
Necron Warriors [12 PL, 260pts] . 20x Necron Warrior (Gauss Reaper): 20x Gauss Reaper
Necron Warriors [12 PL, 260pts] . 20x Necron Warrior (Gauss Flayer): 20x Gauss Flayer
Necron Warriors [12 PL, 260pts] . 20x Necron Warrior (Gauss Flayer): 20x Gauss Flayer
+ Elites +
C'tan Shard of the Nightbringer [19 PL, 370pts]: Power of the C'tan: Sky of Falling Stars
Canoptek Reanimator [4 PL, 80pts]
+ Heavy Support +
Canoptek Doomstalker [7 PL, 140pts]
Canoptek Doomstalker [7 PL, 140pts]
++ Total: [98 PL, 12CP, 2,000pts] ++
Created with BattleScribe (https://battlescribe.net)
What do you guys think?
|
|
|
Post by trantos01 on Sept 27, 2021 19:18:31 GMT -5
Why Novokh and the Traveller? From the looks of it you're building a gunline list while those two are far better at a melee combat-based list. And the only melee unit you have is the Nightbringer who is never effected by dynasty rules.
Also a Royal Warden would be better than a Lord given that the RW can allow a unit in melee to fall back and shoot. The lord just gives rerolls 1s to a unit.
|
|
|
Post by Jack Shrapnel on Sept 27, 2021 19:18:53 GMT -5
I've seen the technomancer with control node combined with doomstalkers to do some truly nasty things to people.
I have zero idea why you chose novokh though... you don't have any melee units in the entire army! Everything shoots. Sure the nightbringer fights, but as a dynastic agent he cannot benefit from a dynasty trait. Neither can Anrakyr as he's also a dynastic agent.
I would personally choose a different dynasty.
Otherwise what you have can certainly work!
EDIT: it appears Jonathan and I made the same point at the same time lol!
|
|
|
Necrons
Sept 27, 2021 20:17:37 GMT -5
via mobile
Typhus likes this
Post by lastcranston on Sept 27, 2021 20:17:37 GMT -5
The main idea behind novok and anrakyr is to be flexible. Necron Warriors get kind of scary on the charge for taking objectives with anrakyr and the extra buffs from novok. Charging to cross the last six or seven inches to an objective can be super handy and novok can push warriors into a real melee threat. I like the idea of a lord with an overlord. Space marines have taught me the value of BS 2+ rerolling ones, doing it with Gauss reapers sounds like a good time.
|
|
|
Post by Jack Shrapnel on Sept 27, 2021 21:29:35 GMT -5
the opportunity cost of that though is that you are losing out on the benefits of the other dynasties which are going to be more beneficial throughout the game, not just a random charge of warriors. Who aren't a melee threat, and being in melee shuts down their shooting which they ARE good at!
|
|
|
Post by trantos01 on Sept 27, 2021 22:54:17 GMT -5
With Anrakyr and the absolute best possible situation novokh buffs+command protocol turn+burning all the stratagems, warrior placements etc; on a charge (or charged) you're getting in one unit (because the strats can only be used on one unit).
IE you have charged/been charged, the unit has been buffed by the Lord and Anrakyr (who is also in range to give +1 attack), Protocol of the Hungry Void is in effect (this would only be for one turn), you've used Blood Rites (1CP for +1 attack), Disruption fields (1CP for +1 strength) and have all your warriors for this attack and all of them can attack the enemy:
Protocol of the Hungry Void [Novokh gets both options]: On a wound roll of a 6, one additional AP, when charging/charged +1 strength)
60 attacks hitting on 2s, rerolling ones, strength 6, AP-1, (-2 on a wound roll of a six) damage 1.
Now this is only if you're charged/get the charge on the turn with Hungry Void. The rest of the time the best you get on a charge is strength 5, AP-1 and if you aren't charging, you lose the AP. And of course, this is assuming you haven't lost any warriors.
|
|
|
Post by Typhus on Sept 28, 2021 0:09:51 GMT -5
I've been quite impressed with so-called "Bloody Risen" Necrons. I think there's an argument that it's the best way to use a lot of Warriors. The amount of threat you can project is substantial, and between Veil of Darkness and Protocol of the Conquering Tyrant you can usually get your units shooting again in fairly short order - assuming they don't destroy what they charge.
I never thought I'd see Necron Warriors rip apart a full unit of Deathshroud Terminators in melee, is what I'm saying.
|
|
|
Necrons
Sept 28, 2021 9:07:36 GMT -5
Post by Frosty the Pirate on Sept 28, 2021 9:07:36 GMT -5
Space marines have taught me the value of BS 2+ rerolling ones, doing it with Gauss reapers sounds like a good time. I can totally see where you're going here as I feel the same thing as I ramp into playing my Space Wolves, Hitting on 2s and rerolling ones can force a TON of volume of attacks onto the wound roll, which can create a lot of opportunity if you are able to convert that weight of dice into damage with enough efficiency, especially if you can wound on 3s or get a couple of pips of AP like your suggesting via strats. The problem I have with the list is that it's very much a GOTCHA list. It _looks_ like a gunline. It _smells_ like a gunline. But it has this ace-in-the-hole with this strat-combo that will work on an unwary opponent exactly once. If your opponent is aware of what Necrons can do and sees the Novokh trait, they will understand how to avoid your trick and you could end up playing from behind very easily. Additionally, dedicated or melee-focused armies that pack "real" combat tricks like fight-last debuffs, cancel-overwatch, or combat-movement-shenanigans will likely just blend right through your warriors before you can actually land your blows. It's not a bad list by any means, clearly results are results, but I don't see this as more than a one-trick-pony list unfortunately. You'd be far better off with a more standard Eternal-Conquerors/Isolationists shooting build for your faction trait imo.
|
|
|
Necrons
Sept 28, 2021 10:36:55 GMT -5
via mobile
Post by lastcranston on Sept 28, 2021 10:36:55 GMT -5
I see your point on the trait. I wasn't sure I had the mobility or the body count for the standard custom traits. I lack for scarab.
|
|