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 Merchandise




well another 1500pts necron army

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well another 1500pts necron army

Postby Ardias » Mon Jul 18, 2005 10:57 am

well.. its not he list i may would prefer but its also a question of money. this list isnt working so well and i need to change it. armys with many tanks are my biggest problem. so maybe 2 more heavy destroyers?
so what do you think? :)


Unit Name ## WS BS St To Wo In At Ld Save Cost

Tomb Spyder #1 (TombS) 1 2 2 6 6 2 2 2 10 3+ 110
Hover; Monstrous Creature; Fearless; Artificier;
Tomb Spyders are deployed as a single unit but do
not have to be placed together, and operate as
independent units.; Claws; Particle Projector
Tomb Spyder #2 (ExTS) 1 2 2 6 6 2 2 3 10 3+ [55]
Claws


Heavy Destroyers (Heavy Suppor 1 4 4 4 5 1 2 1 10 3+ 65
Necron; Jetbikes, may move and fire heavy
weapons; Heavy Gauss Cannon


Monolith (Heavy Support) 1 BS: 4 Front: 14 Side: 14 Rear: 14 235
Living Metal; Ponderous; Deep Strike; Gauss Flux
Arc; Particle Whip
#Power Matrix Cannot be disabled by "Weapon Destroyed", and may [0]
be used even if Monolith moves, or is shaken or
stunned. One unit of eligible necron warrior
reserves must enter through portal during
movement phase. If there are no eligible reserves
then a unit with necron ability and attached lord
(within 18") may teleport through portal
(allowing a 'We'll Be Back' re-roll) during the
movement phase or it may fire the particle whip
during the shooting phase.


Warriors (Troops) 12 4 4 4 4 1 2 1 10 3+ 216
Necron; Reserves; Gauss Flayer


Warriors (Troops) 12 4 4 4 4 1 2 1 10 3+ 216
Necron; Reserves; Gauss Flayer


Flayed Ones (Elites) 6 4 4 4 4 1 4 2 10 3+ 108
Necron; Infiltrators; Always can Deep Strike;
Move through cover; Terrifying Visage; Claws


Immortals (Elites) 7 4 4 4 5 1 2 1 10 3+ 196
Necron; Gauss Blaster


Necron Lord (HQ) 1 4 4 5 5 3 4 3 10 3+ 200
Necron; Independent Character; Staff of Light
Resurrection Orb Any unit, with the Necron special ability, which [40]
has a model within 6" (including the Lord
himself) may attempt "We'll Be Back" rolls even
if they were killed by weapons that were twice
their toughness, or weapons that allow no armour
saves.
Veil of Darkness Instead of moving, the Necron Lord can use the [60]
Veil of Darkness. He and one unit with the necron
ability within 6" are removed from the tabletop
and immediately Deep Strike back in. Enemy models
are left behind.


Destroyers (Fast Attack) 3 4 4 4 5 1 2 1 10 3+ 150
Necron; Jetbikes, may move and fire heavy
weapons; Gauss Cannon
mmhhh pie!
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Postby Bugs » Mon Jul 18, 2005 11:38 am

Looks ok, what is the lords job though? if he has veil and plans to use it this will leave most of the army outside the orbs range, or is it just to jump out of CC mostly?
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Postby Ardias » Mon Jul 18, 2005 11:56 am

yeah to get out of cc. the lord stands between the the 2 necrons warrior units
mmhhh pie!
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Postby Warmonger » Mon Jul 18, 2005 4:40 pm

I would drop the flayed ones to add more Heavy Destroyers. In my experience, unless it's a big battle then having two elites is a point sink for the Necrons.

If you are also having trouble with your monolith dying too quickly, I would consider outright dropping it to add more Destroyers and Warriors, then using three Heavy Destroyers in their own solo squads. I've found that to be quite effective. Especially if they are set up near enough to your lord and tomb spyders to get we'll be back protection.
40k: Black Templars, Tyranids, Dark Angels, Necrons, Iron Warriors, Eldar
BFG: Black Templars, Armageddon Fleet, Necrons, Chaos, Tyranids
WFB: Orcs&Goblins, Wood Elves, Chaos, Tomb Kings
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Postby Ardias » Tue Jul 19, 2005 1:12 am

hmm nice idea to make solo squads :)
and the flayed ones arent so good but if i play vs ig or eldar they are useful

maybe i will try it without monolith when i have enough heavy destroyers.
mmhhh pie!
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Postby Nightbringer » Sun Sep 04, 2005 10:29 am

*Covers ears*.... I could never completely drop the Monolith, that teleport function is just too darned useful.
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