Tuesday, 29 November 2011

Night Fight, Scarab Swarm

Alright, I have been thinking a lot about how Necrons could work non-mech, and I think I have come to a conclusion, basically you need one important element: nearly endless night fight. To ensure maximum doucheyness, be sure to max out on slots of Spyders and Scarabs. Oh, and cheat at 'going foot' by bringing along Command Barges.

I typed 'arachnaphobia', this seemed good enough


Imotekh w/ Command Barge 295
2x Destruction Crypteks (one Solar Pulse) 90
Overlord w/ Warsythe, Tachyon Arrow, Command Barge 210
2x Destruction Crypteks (one Solar Pulse) 90

5x Warriors 65
5x Warriors 65
5x Warriors 65
5x Warriors 65
10x Immortals w/ Tesla Carbines 170
10x Immortals w/ Tesla Carbines 170

6x Scarabs 90
6x Scarabs 90
5x Scarabs 75

3x Spyders 150
3x Spyders 150
3x Spyders 150

Total: 1990

Wednesday, 9 November 2011

Scarabs Are Stupid? Actually, Just the Editors Are...

There is an issue with Canoptek Spyders in the new Necrons book, specifically how poorly edited some rules make it out of the gates. As an avid Warmachine player, I tend to notice these things pretty quickly, but I am sure others might have had inklings about this also. Check out my scenario which allows first turn charges with a significant amount of scarabs. Combine that with Imotekh's seize on 4+ rules and this is something that can be done more often than not.

It all comes down to the Scarab Hive rule in their entry:

Nominate a Canoptek Scarab unit within 6" and roll a D6. On a roll of 2-6, add one base to the Canoptek Scarab unit - the base can move an act normally this turn.
There is however no limit, currently, for where to place that new base, observe:

Start of turn, you have your Scarab swarm and three units of Spyders.

Place your first three bases.

Sunday, 6 November 2011

My First Crack at a Necrons List

So, as many people also have, I picked up a copy of the Necrons codex this weekend and am looking through what kind of lists are available. So far, I have kind of settled on a specific build, but I am sure things will change in the coming weeks as the reality of a lot of these choices comes to the surface.

I will say this right off the bat: Necrons are frustrating to build lists with because it is just impossible to get everything you want into an army, with good choices appearing throughout the book. I happen think that is a good thing!
Be sure to ground yourself prior to assembly...
Imotekh and his Flying Douchebags
HQ: 650
Imotekh the Stormlord 225
Royal Court: 4x Cryptek of Destruction 140
Necron Overlord w/ Warscythe, Command Barge 180
Royal Court: 3x Cryptek of Destruction 105

Elites: 450
Triarch Stalker 150
Triarch Stalker 150
Triarch Stalker 150

Troops: 720
5x Warriors w/ Ghost Ark 180
5x Warriors w/ Ghost Ark 180
5x Warriors w/ Ghost Ark 180
5x Warriors w/ Ghost Ark 180

Heavy: 180
Annihilation Barge 90
Annihilation Barge 90

Total: 2000

So a little explanation, I suppose:

Saturday, 8 October 2011

Onslaught 2011 List (Take 2!)

So, while the painting is coming along great, I may have been off more than I can chew. I could still complete the original list, but would be painting right up to the tournament and I want to be done well in advance. Here is what I am looking at running instead:

Semi-Mech Imperial Guard
CCS w/ 2x Meltagun, Regimental Standard, Chimera 140
CCS w/ 2x Meltagun, Regimental Standard, Chimera 140

Platoon (625)
PCS w/ 3x Meltagun, Chimera 115
Infantry Squad w/ Autocannon, Chimera 115
Infantry Squad w/ Autocannon, Chimera 115
SWS w/ 3x Meltagun 65
SWS w/ 3x Meltagun 65
HWS w/ 3x Autocannon 75
HWS w/ 3x Autocannon 75

Platoon (625)
PCS w/ 3x Meltagun, Chimera 115
Infantry Squad w/ Autocannon, Chimera 115
Infantry Squad w/ Autocannon, Chimera 115
SWS w/ 3x Meltagun 65
SWS w/ 3x Meltagun 65
HWS w/ 3x Autocannon 75
HWS w/ 3x Autocannon 75

Leman Russ Executioner w/ Plasma Sponsons 230
Leman Russ Executioner w/ Plasma Sponsons 230
Total: 1990 (The last ten points are kind of trivial, probably just Frag Grenades for the CCS)

Sample Deployment:
One of many deployment options

Thursday, 29 September 2011

Imperial Guard vs Imperial Guard (Vassal Battle Report)

Well, the Vassal40k league is carrying on with my list testing continuing. My next opponent is playing Imperial Guard.We roll up three objectives with a Dawn of War deployment, and he gets to pick sides. Here's what he brought:

HQ:
Company Command Squad, Regimental Standard, 2 Meltaguns, 1 Flamer, Chimera, (Hull Heavy Bolter)-145

Troops:
Platoon Command Squad, 2 Meltaguns, 2 Flamers, Chimera, (Hull Heavy Bolter)-115
-Infantry Squad, Sergeants Powersword, Commisar, Commisars Powersword-105
-Infantry Squad, Sergeants Powersword-60
-Infantry Squad, Sergeants Powersword-60
-Infantry Squad, Sergeants Powersword-60
-Heavy Weapons Squad, 3 Autocannon Teams-75
-Heavy Weapons Squad, 3 Autocannon Teams-75

10 Veterans, (6 Shotguns)2 Meltaguns, 1 Flamer, Chimera, (Hull Heavy Flamer)Dozer Blade-160
10 Veterans, (6 Shotguns)2 Meltaguns, 1 Flamer, Chimera, (Hull Heavy Flamer)Dozer Blade-160
10 Veterans, (6 Shotguns)2 Meltaguns, 1 Flamer, Chimera, (Hull Heavy Flamer)Dozer Blade-160

Fast Attack:
Devil Dog, (Hull Heavy Flamer)Extra Armor, Dozer Blade, Smoke Launchers-150
Devil Dog, (Hull Heavy Flamer)Extra Armor, Dozer Blade, Smoke Launchers-150

Heavy Support:
2 Hydra Flak Tanks, (Hull Heavy Bolters)-150
2 Hydra Flak Tanks, (Hull Heavy Bolters)-150
3 Griffon Heavy Mortars, (Hull Heavy Flamers)-225
Total: 2000 pts

Initial Thoughts:
This army is really scattered and hasn't decided what it is trying to accomplish. I notice the Squads have no Meltas, so they can literally be ignored for the whole game unless he starts aggressively moving them in (in which case they will have to deal with Heavy Flamers). The Griffons are of little concern to my vehicles, leaving very few sources of damage that will legitimately scare me. So few Heavy Weapons Teams mean it will be a simple task to remove this threat through Multi-Laser fire (which instant kills). His Veterans all opted to lose a Meltagun for a Flamer, which does allow them to be more of a dual threat, but I tend to think that the vehicle Heavy Flamers are plenty, lending the embarked unit better anti-tank reliability. Well, time to play on and see what I can learn from this.
Deployment
For this game, we elected to play the central building as Impassable Terrain that completely blocked LOS. I was immediately shocked that he chose the bottom side of the table, considering the placement of the objectives. This would make a game really hard to take away from an opponent deciding to bunker up. He deployed his combined squad of Infantry, a Heavy Weapons Squad and his HQ Chimera (with the unit inside, which is technically not allowed but I didn't notice until later). For simplicity's sake, I kept my army off the table to come on turn one, along with the Stormtroopers using their Deep Strike mission.