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Ok, so this is a list that is loosely based on another list I found online that a good player has been using very successfully.
I'm not sure my variation will be quite as competitive, but it uses a lot of other stuff that I like.
Imotekh the Stormlord
Harbinger of Transmogrification
20 Necron Warriors
10 Canoptek Scarabs
6 Canoptek Wraiths
3 Canoptek Spyders
I have a couple issues with this list. The first one is I am not sure if I should switch out the Transmogrification Cryptek with a Eternity Cryptek with Chronometron. This would give me a reroll each turn to either keep nightfighting going longer, or could help with some other critical moment. On the other hand, the Transmog Cryptek really helps to keep the Warrior blob out of combat until the spyders, wraiths, or scarabs can intervene.
The second issue is my heavy support, this list depends on the scarabs pretty heavily and I wonder if I shouldn't drop the two barge's for another 3 spyders with which to boost the scarabs even more.
As for how the list itself works. Imotekh, the Cryptek, and the Necron Lord all join the Warrior blob which will advance onto a central objective under cover of Imotekhs storm. With 4+ RAP and the repair barge following them it becomes a hard to destroy blob. The cryptek, wraiths, and spyders are tasked with trying to keep it out of combat with killy stuff that would sweep it.
While that is going on, the 3 barges and the scarabs are going about doing their thing. The Overlord will be tank, MC, and mephiston hunting while the barges go after transports and whatever else needs to get electrocuted. The scarabs will hopefully have had a couple turns of getting boosted by the spyders and will go on an armor hunting rampage as well.
The immortals will be held in reserve and will come on to run onto objectives and hunker down.
Last edited by Phaeron Typhoon; December 4th, 2011 at 02:04.
"I am the architect of fate!"
I really like the Transmogrification Cryptek as it can theoretically keep two units from assaulting a turn. The Tremorstaff will slow down any unit it hits, good in case what your warriors are shooting at survives. The Seismic Crucible can then hit any enemy unit on the table.
I would not drop the firepower of the barges for more Spyders unless you were going to include more Scarabs as well. One group of three Spyders will add three Scarab bases a turn, which should be sufficient. Many opponents will try to kill the source of the Scarabs before the Scarabs, not realizing your army's true threat, or thinking the Scarabs will be killed in short order once the Spyders die.
Yeah, the more I think about it, the more the Transmogtek (See what I did there hehe) seems like it might be better. Though I do keep thinking how the Chronometron would/could come in handy, such as with a key RAP roll for Imotekh, or to keep the storm up, or to reroll one of the dice for his Staff of the Destroyer, or rerolling the dice if I lose combat to try to avoid getting swept.
As for the Spyders, the original iteration of this list called for bumping the scarab unit up into the 30's by the third turn and using the giant unit to multi charge everything. My version has extra firepower in the form of the Annihilation barges, but I will need to be a bit more careful with the scarabs in order to get the most out of them. Though I guess the smaller unit size will let me take advantage of cover easier.
Now I just need to find a way to make 6 wraiths and the spyders.
On a sidebar. Would it be an issue if you were to play against someone who, in order to get more scarab bases, bought extra bases and only glued one or two scarabs to each base?
"I am the architect of fate!"
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