<2000 necron 1500 all comers sorta gun liine (criticism sought for) - Warhammer 40K Fantasy
 

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  1. #1
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    necron 1500 all comers sorta gun liine (criticism sought for)

    hq
    overlord+warscythe+catacomb command barge
    180pts
    overlord+warscythe+catacomb command barge
    180pts
    royal court
    cryptek+destruction+solar pulse
    55pts
    cryptek+destruction+solar pulse
    55pts
    troops
    10 immortals w. tesla carbines
    170pts
    10 immortals w. tesla carbines
    170pts
    10 immortals w. tesla carbines
    170pts
    heavy support
    3 doomsday arks
    520pts

    total 1488pts


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  3. #2
    Oh No! Not Him Again! Non Marine Player's Avatar
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    Wow, that is hilarious amounts of overkill. 3 Arks is ridiculous, but very funny. I think that this list could do with a couple of tweaks, and a change or two should you want to. I think that you are going to need more troops, or at least some more survivable ones. I think that you should (yes, shock horror) drop 1 Ark, as this will give you plenty of points to get some Res orb Lords, you will need ways to keep your Immortals alive, as there are not that many of them. Another alternative is to drop a squad of immortals and get some squads of warriors instead, as this will give you more guns and more bodies. Otherwise I say go for it =)
    NMP

  4. #3
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    but surely for the immortal's protection the solar pulse will suffice and surely the best defence is offence so killing a huge quantity of the elite/shooty units via s9 ap1 large blast is a good way to miniimise damage and i mean not even 50 marines could do that much to 29 immortals.

  5. #4
    Senior Member Spittle72's Avatar
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    The only probem in that theory is that the protection which the solar pulses offer to the Immortals, etc. also denies the full-ranged potential of the Doomsday Arks to an extent.

  6. #5
    Oh No! Not Him Again! Non Marine Player's Avatar
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    But what happens with Drop-pod meltas, Mech Guard with all those free searchlights, Dark Eldar Night Vision...? These things give the Pulses less effectiveness. As well as this, 50 Marines will do something to 29 Immortals, in close range, where they want to be. They'll either focus fire and shoot you down or will charge you. You could remedy this with a mobile army, but the majority of your force is very static, Orb Lords with Warscythes not only defends against assault with his Scythe but give you much greater insurance should the solar pulses not be as useful. They also kill tanks, what's not to like? People will also be bringing a lot of firepower to bear on your Arks, despite the target saturation you have included thanks to the Dual Bargelords (nice work on that by the way) and the Solar pulses, there are always threats that do not take those precautions into account (mass drop pods, DE Lance Spam, Mobile Mech Guard, hell, even Tau). This means that the role your troops have of shielding the Arks to give cover is very important, hence why they need to survive more and why you may need some more. Give it some more thought at least, wait and see whether anyone else can give their insight.

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