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?
N.I.B. · 698 weeks ago
And no one but yakface know about the play test codex, so we have to go with the current wording until it's FAQ'd.
Also, some areas that might be legal but could cause some raised eyebrows - Spyders add models to a Scarab unit within 6", but AFAIK there's nothing stopping you from adding models to the FRONT of the unit even if it's more than 6" away, meaning each new Scarab brings the unit a bit more than 3" closer to the enemy, if you wish. First turn charge ohoy!
And the Stormlord, his lighting strikes work even in reserves, making for some off-table shenanigans were you hope he don't enter the game before turn 5.
I think within the context of a scarab spam list, the challenge will be to know when to go for it and when to hold back and build up your units, and how far forward to move without spoiling the points invested in Night Fighting
Hulksmash · 698 weeks ago
spyguyyoda · 698 weeks ago
mercer 84p · 698 weeks ago
Hulksmash · 698 weeks ago
guiltl3ss 1p · 698 weeks ago
Hulksmash · 698 weeks ago
Regard the Crypteks you can have as many of the same school/discipline/whatever as you choose. It's the wargear that's unique.
Guest · 698 weeks ago
Skarboy · 698 weeks ago
Another thing I was thinking about ranged Entropic Strikes... they happen on HITS, it doesn't matter if you glance/pen or not, so it sounds like cover saves cannot be taken on them. Not that there's a lot of ranged Entropic Attacks (in fact, Harp of Dissonance may be the only one), but another FAQ to be answered.
Guest · 698 weeks ago
newtoncain · 698 weeks ago
I disagree with this. Seems to powerful, but so do STR8 ACs.
I love this game, but power creep is more like power steriods for these last few codexes.
warflake 13p · 698 weeks ago
Khornatedemon · 698 weeks ago
Only change I might make would be to drop one of the warrior squads and 2 immortals from the squads of 10 and take 3 squads of 8,8, and 7 and give the other overlord a warscythe. I think 3 backfield warior squads is too many, 2 should be fine.
Hulksmash · 698 weeks ago
Khornatedemon · 698 weeks ago
I've also been thinking of the potential in nemesor z-man. Stealth doom scythes? Tank hunting Annihilation barges? Furious charge scarabs? All sounds tasty to me. Man even lycheguard with counter attack are bad ass.
Aventine · 698 weeks ago
As an aside, your in Minnesota right? Anything to do their over the weekend, I think my company might be stranding me here...
Hulksmash · 698 weeks ago
TheGrog · 698 weeks ago
Are you going to keep the Courts together? They, too, are very fragile with that 4+.