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This is my first post and have to say that i have found a lot of great information on the forums to improve my gameplay
I wonder if anyone have any experince against a 1000 points thousands sons army??
Im still a rookie at W40k and the Crons, so any help would be great. Here is Cron my list so far:
Necron Lord 1 WarGear Resurrection Orb, Veil of Darkness
Warriors 15 Warriors 15
Scarab Swarms 5 Scarab Swarms 4
Think its an ok army list my self, but im sure that many of you experinced Crons players can help me improve it a bit. Thanks in advance guys
Last edited by Final Fortune; April 22nd, 2008 at 08:49. Reason: spelling
Do you have any idea what your opponent is fielding? That's what really determines what you should take.
Last edited by Final Fortune; April 22nd, 2008 at 12:55.
Look to make a lot of we'll be back rolls, since Thousand Son have AP 3 bolters.
That and pysic powers should be/ probably will be thrown around quite a bit.
You might have numbers on your side as well. The points cost for a Thousand Son squad is very pricey with the sorcerer upgrade he has to take in each squad.
Unless he is playing a hodge-podge of chaso and Thousand Son marines.
best of luck, lots of 4+ rolls seriously
From what I'm hearing, you might want to try this:
Lord w/res orb (no veil)
3 Heavy Destroyers
3 Heavy Destroyers
Keep far away from him and plink away with the HDs.
If he has tanks, go for those first (especially transports). You can designate targets individually for units, so take advantage of this. Fire one HD squad first, and if that kills a tank, good, move on. If it doesn't, fire the other squad. Prioritize your targets.
The HD squads have 36" range and can move 12" and fire, so effectively they have 48" range. You should try getting used to how far that is so you can visualize it. After you take out his tanks, focus on whatever squads look most dangerous, and try to keep the two HD squads firing at them together.
A couple notes on when to use scarabs:
Scarabs can take Disruption Fields. This means that the cheapest unit in your army can blow up some of the most powerful units in your opponent's army. If your enemy is tank heavy, I would recommend giving a squad or two of these bad boys a shot. Ten of them is 120 points, get 120 attacks on the charge and glance ANY tanks on a to-wound roll of a six. That's 20 glancing hits. Statistically speaking, you'll blow them up.
Scarabs have 3 wounds apiece. This means that against a lot of armies, a full squad of 20 would have to take 30 wounds before dying. They can move twelve inches, charge six. That's an 18" threat zone. Use this to tie up squads of CC units so that YOUR CC units can charge into combat. A classic combination is Pariahs, Flayed Ones and two Lords with Gaze of Flame. The pariahs make all leadership 7, the gaze of flame reduces leadership by one for each lord, bringing them down to 5, and the Flayed Ones make your opponents take leadership tests at the start of each round of combat. If they fail, they only hit on a roll of six. The Pariahs are deadly when they can't be hit. Just don't try this against a psychologically tough army, like Orks.
This is kind of cheesy, but completely legitimate: take ten scarabs with disruption fields. Use their movement to surround a transport vehicle, then charge it, making sure to block the exits. If you blow it up, the unit inside dies, as the troops can't exit the doors. Not very nice, but gets the jerb done.
They're also great for deepstriking behind enemy firing lines (tau) and tying up shooty units.
All in all, they are very useful when you have a purpose for them. Against these guys, I'd spend my points elsewhere.
AP3 bolters and They can move and fire with them at full range, id avoid Heavy Ds. They have 4+Inv saves too, so AP2 is a bit pointless, especially at that cost.
Tbh, your 1st list looked good. Just stick with 20 Warriors though. A Lord is almost mandatory (Unless you want a Ctan...) Thing, AP3 doesnt ignore WBB so a ResOrb is useless.
I think you would be well off giving the Deceiver a Shot. Blters cant hurt him, not a lot can really. Possibly the NightBringer if you want that bit of anti tank.
Scarabs will be ace, especially if you can manage to keep them well hidden from fireuntil you get to jump them into combat.
Finally, Destroyers. A hail of High Str firepower is always good
Thanks for the great advice all, really helpfull. Sadly all I have in Crons models are 36 warrrior, 9 scarabs, 6 destroyers, 1 lord and 7 immortals. Awesome forum here so thanks again
Play the game and fill in the gaps as you can.
(as long as your opponent doesn't mind, of course.
If not then from what you have.. Run a Lord with Scythe (Throw him in combat when they get close, should do good damage against small marine like units), 20 Warriors, 2x3 Scarabs, 2x3 Destroyers and 6 Immortals.
Hmmm...Do 1k sons still have two wound per model? If they do I would suggest something along the lines of...
1K run a pretty low model count and have mainly bolters, the Deceiver can correct anything in your deployment and try and pin psykers while (I believe?!) he can instant kill them in cc and advance fairly easily seeing as how he will probably be taking quite a bit of anti MEQ fire power.
Space Marine and Chaos tanks (the non-ordance ones) are for the most part not that much to worry about, and even vindicators have such a short range and cannot move and shoot the demo-cannon.
The res orb should'nt be needed here as 1k sons aren't exactly fear for being deadly in CC, they're know to be slow so even your warriors will out run them. Hope I can help.