Thursday, November 10, 2011

Fear the Mechanical Bug - 2k Necrons

Figured I’d throw this up for fun while I’m writing my FOC reviews. It is based on the current understanding that Scarabs roll for penetration after Entropic Strike occurs. I realize I recently said I would play it differently but Yakface on Dakka stated that per the playtest dex the wording was clear that it occurred at the end of the assault phase but the wording was changed in the final version which leads me to actually think it was intentional. Anywho, onto the list:

HQ

Overlord – 100
Warscythe

Overlord – 90

5 Crypteks – 195
5xHarbringers of Destruction (Eldritch Lance), 1xSolar Pulse

5 Crypteks – 195
5xHarbringers of Destruction (Eldritch Lance), 1xSolar Pulse

Troop

10 Immortals – 170
Tesla Carbine

10 Immortals – 170
Tesla Carbine

5 Warriors – 65

5 Warriors – 65

5 Warriors – 65

Fast Attack

8 Scarab Swarms – 120

8 Scarab Swarms – 120

5 Wraiths – 175

Heavy Support

3 Tomb Spyders – 150

3 Tomb Spyders – 150

3 Tomb Spyders – 150

Total: 2,000

While this obviously will need to be tweaked as it’s playtested I think the idea is pretty clear.

So how does this work (in case it isn’t clear J)? Well your scarabs are obviously your heavy anti-tank lifters. At the top of turn two you’re looking at approximately 2 units of 17. Heck, delay until turn 3 to charge and you’re looking at 21-22 bases. The addition of a second scarab swarm allows you to spread your Spyders out more as well. I think it’s important to note that with the penetration roll coming after the armor reduction it only takes 3 bases to knock out tanks that move less than 7” which is just disgusting when you think about how many bases this army can have.

The Wraiths are there as a bit of a tarpit, designed to hold things up until 9 Tomb Spyders can charge. The list is rather heavy in the close combat department but has a fair amount of anti-infantry shooting in the Immortals. The lords are basically just there to open up the courts. I feel like the courts are needed as their job will be to bring down those extremely fast and hard to catch units that the scarabs might struggle with. Plus they work well in the opening phases helping to eliminate threats like Hellhounds, Heavy Incinerator DK’s, or other such threats to your scarab swarm of doom!

I feel the key to this list is going to be using the Spyders extremely aggressively. They need to be moving forward behind the swarms not just to create more babies but also to eat squads that fall out of transports. Let’s face it, even tactical marines are a bit of handful for Necron troops so it’s important that you never let them near your troops as you secure objectives. Which means a wall of spyders supported by a fast reaction force of Wraiths.

Anyway that’s one of the lists I think has a lot of potential though it can be tweaked slightly to accommodate a users preference. What do you guys think?