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2 x 10 Warriors 360
3 x 10 Immortals 840
2 x 5 Destroyers 500
1 x 4 Destroyers 200
1 x 3 Tomb Spyders 165
1 x 2 Tomb Spyders 110
1 x 2 Heavy Destroyers 130
1 x 1 Lord (orb, Destroyer body, WarSyth phy) 195
Thoughts and concerns I understand that there is a low amount of warriors but for this individual annihilation game there will be no capturing of objectives. With the large amount of Immortals, The necron count is still relatively high at 67. The reason why I'm using so many Tomb Spyders is because for 275 Points they are going to be able to tie up Squads forever while I'm shooting at the advancing units and destroy any terminator or vehicles that come my way. Especially since they all work independently of each other. The lord will also not have to baby sit squads since the majority of the army is 5 or 6 toughness, so it will beable to race to the front lines to tie up units or stay in the center of the army until after the ordinance blast are destroyed. I feel this list will do very well against him, but any help or thoughts are very much appreciated. He always deep strikes and infiltrates as well, which is a huge problem. So the tomb spyders will be able to help with them as well.
Last edited by BobbyPresseau; October 20th, 2009 at 19:45.
AT 2500pts, your ork opponent is going to have a lot of nobz. They are extremely hard to kill. I recommend you get a c'tan to go against them.
Tomb spyders will die horribly to their multitudes of attacks. Get monos instead. They work great against swarms with their gauss flux or blasts.
In this case, more is better. Get 6x10+ warriors instead of 5x10 warriors/immortals.
He will most likely have 10 nobs in a squad protected inside a transport, however I plan on destroying the transport first turn. They will only be able to move 6'' - 12'' depending on run / if he wants to fire or move into close combat / whhaaaaa. The mad amount of Immortals are in place apposed to an additional 10 warriors which is definitely a worthy trade since they can move and shoot and not wait to get into close combat to begin killing the opponent. A C'tan will ether die to the horde of power weapons with 3+ attacks each, or be tied up for the majority of the game trying to deal with them. Tomb spyders would def not be used to tie up nobs since that would for sure be suicide. However they don't do a bad Job of tying up boys with there large toughness.
Last edited by BobbyPresseau; October 21st, 2009 at 04:12.
nobs are hard as hell and you don't have anything to deal with them, against ork lists I take liths for this reason. You get rid of their FNP, armour and 2 wounds with a single weapon. The best they're gonna have is a 5+ invulnerble. I would also probebly disagree with immortals as unlike most armies orks have most of their power ful stuff at strength 7 and 9 because of furious charge adding one to everything. Against this warriors are best as 7 will wound both immortals and warriors just as easily. What I would say is lots of destroyers. The mobility will allow you to stay out of the clutches of the orks and if you really want ap4, this is the best place to find it. Another note is that they deal with ork transports VERY easily.
I would suggest the following:
6 x 10 Warriors
3 x 5 Destroyers
1 x 1 Lord (orb, Destroyer body, WarSyth phy)
Ye Old Necrons (R.I.P.) (7000pts) W52 D5 L9
New Crons!!! (5000pts) W1 D1 L1
Blood Angels (2500pts) W4 D0 L1
Against Orks I'd use the nightbringer,8 pariahs and 16 flayed ones,20 warriors, Destroyer Orb Lord and 9 wraiths .Use 3heavy destroyers to instant kill Nobs and Bikers and drop your Destroyers to two squads of 4.
While you wont have as many shots the nightbringer can always stop the enemy units assaulting giving you lots more shooting at the likes of Nobs etc.
Last edited by KJSparkz; October 28th, 2009 at 17:27.