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  1. #1
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    Anti-Necron Space Marine List

    Hey everyone,

    Yes, my request for an army list idea isn't the friendliest, but I faced Necrons for the first time this week and my friend wants a rematch with his anti-space marine list. I do not know Necrons very well but I have been learning lots on the web, and now want to respond in kind with my own anti-necron list. Here is my idea:

    2000 Points

    Shadowstrike Kill Team (Angels of Death supplement)

    Scout Squad (5-man, plain) 55 points

    Scout Squad
    5 Camo cloaks and 5 snipers 70 points

    Vanguard Squad 210 points
    5 jetpacks, power axe, plasma pistol, 2 Hammers & Sheilds, 4 Claws

    Vanguad Squad 235 points
    5 jetpacks, 5 hammers and 5 claws
    (Flexible with choice for either I4 AP3 attacks or I1 S8 attacks, plus both specialist weapon so I do get the +1 attack)

    --> formation allows to choose when vanguard deepstrike, which is scatterless within 9" of 2 scout squads, and can assault on turn they deep strike

    Skyhammer Annihilation Force (Angels of Death supplement)

    5-man Assault Sqaud 110 points (For killing tough targets)
    Power fist, 5 jetpacks

    5-man Assault Sqaud 100 points (For killing infantry)
    Power sword, 5 jetpacks

    5-man Dev 245 points (For vehicles or infantry)
    4 grav-cannons, drop pod

    5-man Dev 145 points (To pop those damn ghost arcs xD)
    4 multi-melta, drop pod

    --> Drop in turn one, pop transports or target large mobs with devis, then assault squad moves in, hopefully stalling advance and reducing fire power, or tying up shooty units so my Vanguard deep strike in turn 2 to finish the job

    CAD

    Captain 130 points
    bike & power fist

    5-man tact 125 points
    Combi-melta, melta gun, drop pod

    5-man tact 145 points
    combi-melta, melta, razorback

    5 Bikes 145 points
    combi-grav, 2 grav (troops now due to captain on bike)

    5-man Devi 150 points
    4 las-cannons

    Vindicator 135 points (clean up mobs or clusters of destroyers with LG blast, AP2 S10)
    shield & storm bolter

    --> Took the CAD for the speed of bikes, the vindicator, and so I have some Obj Sec. models. Might consider swapping out the vindicator for another small tact squad to form a demi-company, which makes everyone in it Obj Sec and adds a tactical doctrine.


    Sorry for the length, but that is the list I have so far. Very aggressive turn one and two, with a lot of assault power. I won't out-shoot him, as his Decurion detachment and Reclaimation Force, as well as this one IC (I forget the name) that gives +1 to Reanimation and Toughness, AND a lord with the resurrection orb, makes these necrons all but impossible to keep down. I need to focus on one unit at a time, and get in CC before he can retaliate with mass gauss fire. Thoughts? I have a lot of models to work with and whatever I don't have I could get before the game so go nuts! Share stories, strategies etc. Thank you!!


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  3. #2
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    Salutations!

    Necron player here. Your list is looking pretty good to battle off Crons but if I were to make a few suggestions I would advise not nuking your I with unwieldy weapons. Get rid of the gear that tanks your I unless you are buffing your defence, ie TH/SS, because the glaring cron weakness is that they are slow in melee. Grab power mauls, you get a S boost and you still pop the warrior 4+ SV. The other thing to consider when fighting crons is that they are deadly between 12 and 24" but have very limited options for longer range; concentrate heavy bolter or grav gun fire on squads and watch them disappear.

    I think the IC he is using is Illuminor Szeras whom, iirc I don't have my book in front of me, buffs ONE unit of warriors or immortals with a random stat as determined by a die roll at the start of the game. Szears does however have a 6" bubble that adds 1 to RP rolls and the Decurion bonus is a +1 to all RP rolls to a max of 4+.

    If you need to reduce the RP roll he gets hit them with double toughness attacks, S8 for most of the army. D weapons and removed from play take it away completely.

  4. #3
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    I appreciate your input and will try out some of the ideas next time for sure!

    During my game, I actually found even when fighting at Initiative 1 that I really needed those thunder hammers. Reason being is that I used the assault squads and vanguard to tie up his destroyers (he had 4 groups of 4) in order to tie up his fast moving AP3 shooty units. He had a +1 Toughness bonus so I would go to using the S8 Weapons so that I wasn't wasting a turn trying to kill him with lightning claws (rolling 5's to wound rather than 2's).

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