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Hey all..... im a bit new to posting things so ill do the best i can.
anyhow to get to the point im having a bit of trouble whenever i vs SM.
They keep forceing me to phase out. Usuallly when i run a 1000pt army it looks like this:
Total points: 995
Any help would be appricated
Hurdle The Weak
Trample The Dead!-Thorin
Whenever it comes to 1000 point games id suggest using entirely Necron units so there is less chance of phase out. Anyway, i suggest you read the rules carefully about the Monolith, especially the one about teleporting a squad through its portal. That can help you so much. Go take a look.
Thats about it really from me...if it wasn't 23:55 then i'd probably have more to say lol
Last edited by RobtheGuru; January 10th, 2007 at 08:00.
My Arena Champions: Kharn'eth The Bloodcleaver and Gorzag Iron Jaw
That list looks pretty good. Personally, I would take out the monolith as its not really needed. Immortals or some CC counter would be a good choice.
I suggest: either pariahs or immortals. Sure pariahs aren't necrons but they have warscythes and the same gun as the immortals, what's not to like? Immortals are a good bread and butter unit, especially if you want to veil of darkness later at higher points.
I highly suggest a unit of 3 wraiths for countercharge. I used 4 pariahs and 3 wraiths at 1000pts, and they did fantastically.
W/D/L Eleventy trillion billion/NONE/ NONE - I am STILL rulezor!
WINDMILLS DO NOT WORK THAT WAY!
My standard 1000pts list is
Nec Lord + Res Orb
10 Nec Warriors
10 Nec Warriors
10 Scarabs = D-fields
Admittedly it's 90pts short of 1000 so I usually toss in some wargear (Gaze of Flame can be useful). But it usually performs well.
And over there we have the labyrinth guards.
One always lies, one always tells the truth, and one stabs people who ask tricky questions.
I would personally take the lith out, sure it can help, but it can be blown apart by a cannon of some kind with drastic affect to your army.
The VOD can work very well to keep you out of cc. Now, if your marine player seems to assault, or has some strong assault unit, I would use the 200 odd points from the lith and load up on counter charging pariahs (wait for him to charge your warriors, then veil them out to deal some insane shoot and assault damage. Something like 6 pariahs gets you 12 deadly gauss shots and 12 armor-less saving blows of the same strength as the shots and a toughness that wards off even marine blows with ease.).
If the marine player likes vehicles or likes to shoot, then immortals veiling around with your lord can provide a torrent of fire where you need it. This medium strength fire is tied with the above average toughness that the pariahs and immortals share, but do not use immortals in close combat (they will get tied up or die).
Also, in such a low point game, you can substitute your destroyers with wraiths and a decked out dlord with some flayed ones for immediate enemy disruption. But this requires a cc mentality and a feeling for what you can chew, what you have to maul, and what requires a variable melee of units.
Also, use your imagination. Putting in something that isn't normally expected in a game can give you a decided edge against the norm. Picking up a load of scarabs (two large swarms) to tie up the two most dangerous units your opponent has can win you the game. Using deepstriking flayed ones may seem to be a waste of time, but if you deepstrike them onto an objective you can freak your opponent out or gain an extra 250 points to tie or win the game.
Just remember to use your imagination and think of things you can do that uses surprise and brings something special to your list (cc defense, objective grab, intimidation, fear, shooting backbone, mobile element, long range fire, ect, ect). Then when you have your unit, your strategy(s), your tactic(s), and your fighting force in hand...... well I just lost what I was going to finish up with, but I can assure you that it was good and useful. Just be sure to think.... O yea, make sure you size up your opponents weak spots (mental or otherwise (mainly tactical or strategically)).
One last thing, keep in mind your phase out number (but don't tell your opponent (lol, mumble a false phase out number,"...mmm... phase out at 22..... mmm. can't get below 22...mm (phase out actually at 15)) and start protecting a warrior squad that you have pre-determined to save you if it gets down to the line. Try not to get your entire force engaged with the enemy (namely in cc) as you back yourself into a wall if your lord dies to a Pfist.
Ahhh, keep the imagination, or go for pariah or immortals (best bets if used for the right purpose), but avoiding phase out through caution of one particular squad could save you.
"When a necron gets hit with a weapon more than double its toughness it is hit so hard that it goes into "negative damage" and does less damage than it actually would if it hit him with less force!" Quote from azimaith on Warseer, contemplating how much GW will Nerf the WBB rules.