Lemt
11-04-2011, 11:03 AM
So I finally got to see the new codex, and this is a quick list I've come up with:
The Dark is Rising: Necron Raiders
HQ
Imotekh in Catacomb Command Barge
Harbinger of Destruction with Solar Pulse.
Troops
5 Necron Warriors in Night Scythe
5 Necron Warriors in Night Scythe
5 Necron Warriors in Night Scythe
5 Necron Warriors in Night Scythe
Fast Attack
5 Tomb Blades with Particle Beamers
5 Tomb Blades with Particle Beamers
5 Tomb Blades with Particle Beamers
Heavy Support
Doom Scythe
Doom Scythe
Doom Scythe
Imotekh provides Night Fighting. This will keep your otherwise fragile army safe from most enemy firepower, and won't matter at all for your Doom Scythes. Plus he gives you a very good chance of getting the first turn. The CCB helps him whoosh around the battlefield, mostly to keep him out of harm'ss way. Later in the game he can ram enemies away from objectives, and foolish generals will waste firepower on him instead of on more important targets. Once the Storm he calls for ends, he really doesn't do much. But during the storm, you'll dish out some free damage in the form of Lightning bolts of doom!
The Harbinger of Destruction joins one of your Warrior units. His solar Pulse can give you a turn of shooting (clearing Imotekh's darkness so your whole army can shoot freely for a turn) or darken the skies if you really need to.
The Necron Warriors are MSUs for several reasons. There's no more Phase Out, so that's one less thing to worry about. They will die if assaulted, so it's better to not waste points in extra bodies. And this is the cheapest way to spam Night Scythes. These transports have quite good ranged firepower, although they are fragile. Don't expect them to last at all under enemy fire, but Night Fighting, reserves and zooming around can help them capture and contest objectives. Necron Warriors inside the Night Scythes don't disembark if their transport is destroyed. Instead, the Warriors enter normal reserves. So take that in mind as the game comes to an end.
Tomb Blades are cheap firepower. Strength 6 small blasts at 24 inches, but they are heavy weapons. Use the cover of night to put them into position, and the Harbinger's Solar Pulse will let you shoot without worrying about having to see the enemy. Later on they can also contest objectives. Think of them as Long Fangs, but having the ability to redeploy like the Jetbikes they are.
Doom Scythes, well, they are the main source of firepower in the army. Their Death Ray forces them to get close to the target, but since they are Fast Skimmers with Aerial Assault (can fire all their weapons if they move at cruising speed) getting into range shouldn't be a problem. They deal just as well with Hordes as they do with mech armies, since the Death Ray hits once for every miniature in any unit hit... at Strength 10 and AP1. Add to this that they can hit multiple units, and the enemy is in for some pain.
So any thoughts or comments? What do you all think are the weakest points in this army, and how would you fix them?
EDIT: Just for clarification, the Death Ray deals one hit to the unit for each miniature hit. So against hordes you want to draw a line across as many miniatures as possible, and against mech you want to start the line at the edge of one vehicle and towards the closest vehicle to that one. If the enemy is packed because he castled, it won't be too hard to hit 2 vehicles.
The Dark is Rising: Necron Raiders
HQ
Imotekh in Catacomb Command Barge
Harbinger of Destruction with Solar Pulse.
Troops
5 Necron Warriors in Night Scythe
5 Necron Warriors in Night Scythe
5 Necron Warriors in Night Scythe
5 Necron Warriors in Night Scythe
Fast Attack
5 Tomb Blades with Particle Beamers
5 Tomb Blades with Particle Beamers
5 Tomb Blades with Particle Beamers
Heavy Support
Doom Scythe
Doom Scythe
Doom Scythe
Imotekh provides Night Fighting. This will keep your otherwise fragile army safe from most enemy firepower, and won't matter at all for your Doom Scythes. Plus he gives you a very good chance of getting the first turn. The CCB helps him whoosh around the battlefield, mostly to keep him out of harm'ss way. Later in the game he can ram enemies away from objectives, and foolish generals will waste firepower on him instead of on more important targets. Once the Storm he calls for ends, he really doesn't do much. But during the storm, you'll dish out some free damage in the form of Lightning bolts of doom!
The Harbinger of Destruction joins one of your Warrior units. His solar Pulse can give you a turn of shooting (clearing Imotekh's darkness so your whole army can shoot freely for a turn) or darken the skies if you really need to.
The Necron Warriors are MSUs for several reasons. There's no more Phase Out, so that's one less thing to worry about. They will die if assaulted, so it's better to not waste points in extra bodies. And this is the cheapest way to spam Night Scythes. These transports have quite good ranged firepower, although they are fragile. Don't expect them to last at all under enemy fire, but Night Fighting, reserves and zooming around can help them capture and contest objectives. Necron Warriors inside the Night Scythes don't disembark if their transport is destroyed. Instead, the Warriors enter normal reserves. So take that in mind as the game comes to an end.
Tomb Blades are cheap firepower. Strength 6 small blasts at 24 inches, but they are heavy weapons. Use the cover of night to put them into position, and the Harbinger's Solar Pulse will let you shoot without worrying about having to see the enemy. Later on they can also contest objectives. Think of them as Long Fangs, but having the ability to redeploy like the Jetbikes they are.
Doom Scythes, well, they are the main source of firepower in the army. Their Death Ray forces them to get close to the target, but since they are Fast Skimmers with Aerial Assault (can fire all their weapons if they move at cruising speed) getting into range shouldn't be a problem. They deal just as well with Hordes as they do with mech armies, since the Death Ray hits once for every miniature in any unit hit... at Strength 10 and AP1. Add to this that they can hit multiple units, and the enemy is in for some pain.
So any thoughts or comments? What do you all think are the weakest points in this army, and how would you fix them?
EDIT: Just for clarification, the Death Ray deals one hit to the unit for each miniature hit. So against hordes you want to draw a line across as many miniatures as possible, and against mech you want to start the line at the edge of one vehicle and towards the closest vehicle to that one. If the enemy is packed because he castled, it won't be too hard to hit 2 vehicles.