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Necron Tesla Assault
HQ: Overlord w/barage warscythe, arrow, labry 230pts
Court: Despair: VoD, NM 70pts W/ group 1 of imms
Descruction: Pulse, GoF 65pts W/ group 2 imms
transmog: Harp, Cruicible 70 pts W group 3 imms
Troops: 3x 10 imms tesla 510 pts
Elites: 2x stalkers
Fast: 3x wraith 1 coil 2 cast 125pts
3x wraith 1 coil 2 cast 125pts
10x scarabs 150pts
Heavy: 2x Annihilation barages 180pts
If my math is correct hits 2000 on the mark. I know I lack proper CC but with tesla i plan on hit and run tactics, staying jsut out of range. Group 1 Imms will have anytime deapstrike for when they are heavily needed. Anti tank with Ark, stalkers, and OL. I havent planned an army in over 2 years so please rip it apart if ya think its needed. I took alot of the Crypt powers since they are anti CC. Thank you in advance!
Thought about getting rid of doomsday, GoF, Nightmare shroud, cruicible and putting the other 2 imms groups in a night scythes. I would be at 1995 if math is correct. Will make it even more of an offensive army imho. i would lose the anti cc and the ark but gain quick transport and some mobile firepower from scythes.
Also what would you all think about scrapping ark, GoF, Nightmare, cruicible and getting a Lith instead of the scythes?
Anyone have any imput? please
I've had a fair few games with the new crons and this is what I've seen to be good and bad regarding marines as the enemy.
doomsday arks don't seem to be effective along with crypteks.
lord sounds good! i always take a labyrinth just because it is so funny watching your opponents face when they're bloodthirster/lysander gets put in a box forever.
stalkers are good, but i only recommend taking one as they are 150 points, i'd recommend investing in 3 spyders instead ( 50 points a pop for monstrous creatures, they are boss)
you're list is very similar to one i use for tournaments, which i tend to do quite well in! i will share and you can see if you like the sound of mine.
6 lychgaurd +shields
3 x 10 immortals with tesla
1 triarch stalker
3 x wraiths
1 caster, 1 naked 1 coils
1 caster 1 naked 1 coils
tomb stalker ( Forge world)
30 immortals tend to sit in a corner and blast things.
wraiths and tomb stalker run up together round the flank.
triarch works with the mass amount of tesla from immortals and annihilation barges
and the lychgaurd and lord lead the way with they mass amount of "dw, well get back up every time"
I've been contemplating getting some priatorians with rods of covenant too cause having more fearless jump infantry (other than wraiths) sounds awesome, specially with strength 6 ap 2 assault 1, then 2 attacks on charge with power weapons at strength 5. they're cool!
obviously if you took them instead of the lychgaurd, you'd have 30 points spair and would/could change the lord around as he would have to go into a unit with immortals, ( wouldn't wanna slow them down...)
you know your stuff i don't need to talk any more crap!
any way, tesla is good man. anything that starts with a t and ends with sla in the necron book and your doing the right thing!
hope this helps a little!
p.s night scythes are a really good idea, i think the reason you don't see much of them is the lack of models. they are essentially annihilation barges with loooong movement range and as you say, a great way of getting troops to objectives.
Yeah i dont mind losing the extra stalker, even though they are cool. I just dont think i want to lose the crypteks. Viel of darkness makes a group of imms a deepstrike power house. Solar Allows one turn of night fighting for the enemy (not me). Also cruicible is nice for when people want to assault me, and tremor stave quake ability is nice. I deff would rather get 3 spyders (been awhile since i played) and switch out the stalker for sure. Also losing the ark wouldnt hurt me. What is your thoughts on the monolith? to easy to kill now? Also like i said its been awhile, tomb stalker? is that in the Apoc book or something?
Also you dont like swarms? they are nice to grant cover saves to advancing units and to eat tanks apart if your enemy is to foolish to not take them out.
yeh, crypteks have good uses, its just i see them as wastes of points i cant help it! i should really try harder to use them, the only ones ive used are the HoD's with there strength 8 ap 2 power staff.
i may be mistaken, but unless you have two solar pulses, no matter whos turn you activate it, im prettty sure it effects you on your turn too. i may be wrong though!
honestly, ive got 2 monoliths which i absolutely love looking at when they're in my army, but actualy game play terms-they're shit.
lol they are 200 points too many when there are so many good things to replace them. the AV 14 is cool but i mean, everything else in the army is av 13! they have there benefits, they're good at desposing of the likes or terminators when they're within 6 inches, (yet more sucking into the void of time.) and perfect marine kilers. i just think the'yre too overpriced.
scarabs i found to be useful if they havent been murked before the second turn. people genuininely crap themselves when they see them flying towards them becuase of entroptric strike. i mean a unit of 10 that can ruin a titan in one round of combat? they are insane, if your up against scary tanks and there is enough cover to get them close enough, but i steer away from them usually. ive had some fun experiances but they do, attract a lot of attention.
Reading the rules on solar pulse: The Crypteks staff unleashes a flash of searling light, blinding the enemy and illuminating the battlefield. One use only
Can be used at the begining of any turn. If night fighting ruels are in effect, they cease to apply till end of turn. If night fighting rules are not in effect, they are in affect till the end of the turn.
I think the discription of the spell and the rules of it are conflicting. The descriptiong says illuminates the BF and (blinds) the enemy, basically for a turn. Even if it applys the night fighting effect to everyone, still gives me a round of getting closer and not being shot at , this is where the swarms come it.
Also under the rules of cryptek spells, There can be any number of harbringers of the same kind, but abiltities can only be taken once per army, hince can only ahve one solar pulse.
I hope we can get someone to clear the "solar pulse" effect up, the codex is kind of meh..with the rules.
Ok i kind of understand the solar pulse. So 1st round example. If i have initiative and move up during my turn. At the start of my opponents turn i can activate the pulse to give him night fighting on his first turn. Atleast that is what i am getting from it
Or, the use of the pulse gives night fighting for the entire round? that being i can move safely the first turn moving my scarabs up. either way i think the pulse is worth the points.
Also one group of immortals has viel of darkness, gives that unit deepstrike which is nice for last minute objective taking or backing another unit up. The crucible can be used on 'any' unit, given a good roll, making an enemy assult move only 3 inches, which could make or break their assault, which imo is worth the 10 points. Tremor stave can be used to make an enemy unit closing on my unit walk through difficult turrain, which again is anti cc and could break their assault. The GoF is just 10 points i threw in there, i think it could help against assaulting units. The nightmare shroud again could be used to make an enemy unit go away from my unit, if they fail the morale test. All of the upgrades for the crypteks are relativley cheap for what they can do imho. Plus the harp is a nice snipe weapon for the price, "infiniate" range is always nice if no one is in range of my tesla carbines.