Wednesday 11 July 2012

First 6th Edition tournament! 1850 Necrons!

Whoot! First 6th edition tournament is coming up on the 21st and 22nd of the month down at the Brighton Warlords.
It’s at 1850 with a few little nods to 6th..
Firstly, NO ALLIES. I’m cool with that as it makes possible match ups easier to figure out.
Secondly, FORTIFICATIONS ARE IN! D’oh! OK, fine.. I kinda agree that this may be some armies only way of dealing with fliers.
Thirdly, mystery objective/terrain shit is only in if both players agree. So that’s a no for me then. No impact there.
I’ll be running my Necrons..it’s only been a couple of months since their last tournament appearance in the final days of 5th and I can’t wait to bust them out again.

But what to take? I’ve played just a few games of 6th and whilst I feel I have the broad mechanics and changes down, the finer nuances etc will take a little bit more getting used to.. I’ll just have to play some games over the next 10 days! What a shame ;)

I’ve tested my old staple build (2 CCB Lords, 2 Veil Gauss Immortals, 2 small Warriors, 2 Scarabs, 3 Anni Barges) and it works very nicely indeed. Whatever misgivings people had about deep striking Immortals must surely be gone now, they are more survivable on the deep strike (only die on a 6) and more effective with scatter (changes to rapid fire mean they’ll always throw off a volley).
I’ve tested the Night Scythe as well, but only once so far....


So, with Warriors getting a boost due to Rapid Fire range and Gauss/Glances/Hull Points, I can see more use for them now. I think I’d like to up the Warrior count, but not hugely. They still suffer from the same issues as in 5th, notably – poor armour and crap combat. Arguably they are more survivable due to things like Snap Fire into charges, but with the group size I have in mind, that’d only kill 1 marine or 3 GEQ at best. So that’s not a true boost in my opinion. Larger Warrior squads perhaps may be more useful, but I’m not going to try that out til a little further down the line.

The Immortals will stay the same I think, although I may reduce to just one Veil unit – this is a major shock to me even as I write this.. I’ve been running them this way for 10 months now (or whatever it is!) and I love them.. but I do like other toys too.. plus with an effective range of 30” for their shooting, they have some options. Plus, a Night Scythe is only 40 points more than the Veil Cryptek.. J

Scarabs are just as useful. I say “just”, they hit vehicles far better now, far, far better in fact..but they lose stealth and cover becomes crap, way, way crap. So I’m a little so, so with them. They will go down to shooting quite easily now..plus, we’ve all been playing with and against Necrons for quite some time now…we all now how good these were.. indeed, a lot of players moved over to Wraiths as their predominant work horse in the latter stages of 5th..

Speaking of which, these boys lose a little with wound allocation, but gain from the Destroyer Lord out front eating missiles up and then palming off lascannons through “Look out sir!” on a 2+ to the 3++ of the Wraiths behind. Nice.

I am more and more for the Destroyer Lord as an HQ option with the changes to Night Fight. Sure, one pulse is definitely needed, but I am not convinced that 2 are still mandatory. Again, this is a radical departure from my standard builds and experience, but the way Night Fight works now will change the way I play.. I think. Dark Eldar are now just bastards and I need to make sure the vehicles are in cover to start with as the Lance fire could be devastating. Mind you, how much I need to be worried about this depends on how prevalent Dark Eldar become in 6th. I still play Kabalite locally with this DE and they can be a bitch. Jink is very nice though..

Voltaic staff. This is what I am thinking of replacing my Solar Pulse with. Run one Pulse to pop off night fight if it is on still in turn 2 of a game, or to ensure that it is on for protection turn one. I think the other buffs to Necrons will be sufficient to land a telling blow. Either run just one to add to a Veil immortal unit to really give it some anti tank ‘oomph’ or to run a 5 man Court with 4 Staves..that’d be overkill..in theory, that’d strip 8 hull points from anything. That’d kill everything in the game, vehicle wise. 4 Haywire shots each is cool as fuck.
But it is an expensive way of killing a vehicle and then committing hara-kiri…Scarabs I think still do it cheaper.. well I guess they only just do it cheaper.. Cryptek with Voltaic is only 25 each, times 4, 100.. then add a Veil guy for 60.. 160 vs 150 for max Scarabs…Due to the short range of the Voltaic though.. I think in practical terms we’ll all come to realise it’s not as big pimping as we think it is..

 1850 List Options then:

Overlord – Warscythe, Tesseract Labyrinth, Command Barge – Tesla  200
Destroyer Lord – Warscythe, Sempiternal Weave, Mindshackle Scarabs 160
Royal Court – Veil Crytpek, Pulse Cryptek 115
10 Immortals – Gauss 170
10 Immortals – Gauss 170
8 Warriors – Night Scythe 204
8 Warriors – Night Scythe 204
10 Scarabs 150
5 Wraiths – 3 Whip Coils 205
Annihilation Barge – Dual Tesla 90
Annihilation Barge – Dual Tesla 90
Annihilation Barge – Dual Tesla 90

This is 1848. The DLord runs at the front of the Wraith wing and eats all fire until a wound either is allocated that he can’t save and so look out sirs, or til he fails a small arms wound and uses it then to LOS onto some smuck behind him. All the bodies start on the table and walk up implacably toward the enemy, once. Then they stop and shoot at long range with rapid fire then spend the game walking backwards (warriors) and forwards or teleporting (Immortals). Everything else is standard.

Except the Tesseract Labyrinth. Model in base contact takes a characteristic test based on number of remaining wounds. It’s only a one use item, but I think the Lord could be the master of the Challenge. Use Mindshackles to wound the character themselves, reducing wounds, then Tesseract. Or.… just get rid of a pesky 1w/2w character, you know, the ones that can hurt you – Sang Priest with Fists, Logan’s Champion – Arjac himself with 2 wounds… bye bye. It’s 20 points and I had it left over. What?

Option 2:

Overlord – Warscythe, Command Barge – Tesla  180
Overlord – Warscythe, Command Barge – Tesla  180
Royal Court – Veil Crytpek, Pulse Cryptek 115
Royal Court – Veil Crytpek, Pulse Cryptek 115
10 Immortals – Gauss 170
10 Immortals – Gauss 170
5 Warriors – Night Scythe 165
5 Warriors – Night Scythe 165
5 Warriors 65
9 Scarabs 135
8 Scarabs 120
Annihilation Barge – Dual Tesla 90
Annihilation Barge – Dual Tesla 90
Annihilation Barge – Dual Tesla 90

This is 1850 on the nose and more typical for me in nature.. still have the multiple Veil and I’m happy with that.. These are my initial thoughts anyway..

Anybody got any ideas?

2 comments:

  1. List 2 all the way mate, why? Command Barges are just too good not to have two. Can you drop the scarabs or a Pulse Cryptek to fit in another Night Scythe? That little 5 man squad is looking lonely and vulnerable and it seems daft to not have another flyer upsetting everyone.

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  2. Not going to be able to get another flier in. Mainly due to cost and time in getting them done for next weekend.
    I may only get one in in the end anyway! But am definitely going for 2..

    I need a ruling on Chariots in combat. If you ignore the Chariot as you are counted as being in base with Rider. This is my interpretation of what I think is a very simple rule, but it does make the Chariot supremely good..

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