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Post by erebus on Oct 16, 2012 8:12:36 GMT -6
Orikan
Overlord Mind shackle scarabs War scythe Sempiterminal weave
Cryptek Harbinger of despair Abyssal staff Veil of darkness
Cryptek Harbinger of transmogrification Tremor stave
Cryptek Harbinger of transmogrification Tremor stave
C'tan shard Withing worldscape Sentient singurality
5 death marks
10 immortal
10 immortals
10 immortals
10 warriors
5 destroyers
5 destroyers
Monolith
Annihilation barge
Annihilation barge
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Post by Riptide on Oct 16, 2012 9:22:23 GMT -6
Can you give some thoughts on how you intend to use the list. It helps me better understand before giving any feedback.
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Post by erebus on Oct 16, 2012 10:38:38 GMT -6
This is more of a surgical strike force. My intent is to disrupt my enemy by switching deployment zones turn 2 while forcing him to take dangerous terrain checks every time anything moves. By doing so I put myself in range for my army. Veil out of threat. But in battle turn one everything is dangerous terrain, my army drives forward while they die. Weather round of shooting, turn two deepstrike monolith, eternity gate immortal into opponent dz, veil death marks kill warlord or danger unit. Wraiths are in range, ctan in range, tighten the vice. With dangerous terrain killing 2 out of 6 per turn it should soften em up. wish I could fit imotehk most games would be like my 2k necron vs 1500 to 1750 list if rolls work for me
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Post by erebus on Oct 16, 2012 10:40:04 GMT -6
Ps forgot my chrOnometron cryptek
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Post by Riptide on Oct 16, 2012 21:57:17 GMT -6
What element do the destroyers give you?
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Post by erebus on Oct 16, 2012 22:25:32 GMT -6
My destroyer are my main answer for Meq and depending on terrain I use them to bait/herd units through flank overload, or just as mobile diversion with beastly power( very underrated but with the changes to preferred enemy they beat face all around shooting and cc). Beyond that they can capture and hold objectives one out of six missions so using them to lock down objectives isn't a bad idea. Same with the monolith. It is av 14, can suck enemy models in, can slit friendly models out, and str 8 ap3 large blast at bs4. And if that doesn't sell it it has four guns that fire seperately with intelligent placement you can lock three on one squad. But my hope is that the ctan locks up combat and orkian remains a ctan till turn 4( chronometron aids this). If all goes as planned ( multiple redundancy) then life should be short and brutal.
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Post by Riptide on Oct 17, 2012 7:30:18 GMT -6
I really like the counter-meta that the monolith builds towards. It is highly unexpected.
I am curious if it may be better to take the character that comes with a better Veil of Darkness over Orikan.
I personally don't like destroyers because I have found them to be one of the easier units to kill in the codex. The small numbers are what tend to do them in. But for what you want out of them, they seem solid.
Have you played against any Tau or Dark Eldar forces with this list?
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Post by erebus on Oct 17, 2012 8:12:03 GMT -6
I have played against my harliestar. The thing is where you deep strike or move you have to take the terrain test. I immobilized the Ravager I used and 2 raiders along with dealing a wound to eldrad, and 3 harlequins. I take orkian for the first turn difficult terrain. Him transforming is just icing on the cake. Writhing world makes it dangerous. I am just trying to put a point difference in our armies before the game is underway. I it accumulates 150pts of damage then I am facing a 1850 with my 2000 that is my thought process,with imotehk I could manage to do about 300-500 so you can see what I'm playing toward in my list.
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