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Requiemnex
12-08-2011, 08:44 PM
I am not one that buys into the scarab farm, aside from that I am open to any level of critique.

Imotekh

Court
Cryptek - Harbinger of Destruction, Solar Pulse (Goes with Warriors and Overlord)
Lord - Warscythe, Res Orb, Mindshackle Scarabs (Goes with Warriors and Imotekh)

Necron Overlord - Phaeron, Warscythe, Mindshackle Scarabs, Sempiternal Weave, Phase Shifter

Court
Cryptek - Harbinger of Destruction, Solar Pulse (Goes with Immortals)
Cryptek - Harbinger of Eternity, Chronomatron (Goes with Warriors and Imotekh)
Lord - Warscythe, Res Orb, Mindshackle Scarabs (Goes with Warriors and Overlord)

Lychguard x5 - Dispersion Shields + Hyperphase Sword

Immortals x10

Warriors x20

Warriors x20

Canoptek Scarabs x10

Annihilation Barge

Annihilation Barge

1995.

Two giant units of relentless, lychguard are to counter charge any units in trouble, not sure if they will do the job but going to try them out. Scarabs are more or less there for threat generation. Everyone is afraid of them with all the hype on the internet. If they actually achieve anything, great. Barges are for support. Immortals are home objective holders if needed. Imotekh allows me to walk up mostly unharmed and control the board. Let me know what you think!

Maelstorm
12-08-2011, 11:05 PM
You have no way of moving the blobs of Warriors around the board. 2/3 of the missions will be lost because your troops cannot walk to the objectives, if you're running every turn, you aren't shooting. attempting to deepstrike a blob of 20 is a potential nightmare.

Since you have Nightfight, go for a Monolith or two to move your troops around. Leave out anything with a range of greater than 24". A second group of 10 Scrabs will help destroy vehicles and lock the enemy down while your troops are moving into Gauss range. You'll probably lose all of the scarabs by the end of turn 2 or 3, which should give you time to get everything else into place.

tip: Deploy the Monolith(s) in-line with the objective and deploy your troops away from the Monolith (or place them in reserves). It is likely your enemy will line-up to hit your scoring troops and ignore the Monolith(s). The "nerfed" Monoliths can now teleport from an unlimited distance, or pull directly from reserves without rolling for reserves! You enemy will be out of place to hit your teleported troops...

Caution: Do not count on the gate to pull any enemy troops off of the gameboard, ever. The range is only d6 inches from the door and they still get a strength roll to ignore the effect. I've rolled 1" and 2" for the 2 times I've actually had an opportunity to try it out, short of the 3" required to grab a single enemy model.

My 2 cents...