Post by zoda8 on Aug 18, 2014 16:19:44 GMT
My latest evolution of this is ...
Tyranids (primary detachment)
2 Dakka Flyrants, 1 with Hive commander 480
Hive Crone 155
10 Devourer Gaunts (outflanking) 80
3 Ripper Swarms 39
(754)
Necrons (allied detachment)
Overlord with warscythe, mindshackle scarabs and resurrection orb: 145
2 Storm Crypteks with voltaic staffs 50
Harbinger of despair with veil of darkness and nightmare shroud 70
5 immortals 85
10 scarab swarms 150
Doom scythe 175
(675)
Fortification
Aegis/Comms relay 70
Total 1499
The idea of the Necrons is:
1. To deep strike the royal court round the board and take out land raiders etc. with the 8 BS4 haywire shots from the voltaic staffs.
2. To take out multiple cheap armour and terminators with the s10 AP1 3D6 line from the Doom Scythe.
3. To have some cheap stuff that can survive going second against shooty lists (hide the scarabs completely out of sight behind the Aegis at the back of the board), or have the immortals going to ground behind the Aegis for a 2+ cover save with 3+ armour and 5+ reanimation. Scarabs seem way better than ripper swarms for 2 points more per base: They are beasts so 12'' movement plus fleet. Also every hit strips a HP off any vehicle on a 4+ - could actually be some use against imperial knights as stomp attacks are initiative 1 (I think).
4. Although the Royal Court is mainly for the deep striking haywire, the Overlord is a nice bonus - W3, T5, S7 ignores armour attacks is a good start. The mindshackle scarabs work really well in conjunction with Shadow in the Warp - reducing enemy psychers to L7 and then making them pass a 3D6 leadership test or hit themselves in the face. And the fact that however overkilled you get in any phase you can all get back up on a 4+ mitigates the harsh exposure from deep striking at the start of the game. Shadow also helps with the freebie AP1 template weapon that your harbinger of despair gets, as it rolls at s8 against leadership instead of toughness. It also makes the nightmare shroud worth taking - reduce riptides to L6 and then force them to take a morale check. In fact shadow in the warp seems to be more use to Necrons than it is to Tyranids at the moment!
5. The immortals, compared with Nids, are a semi-decent troops choice with s5 AP4 24'' rapid fire gauss weapons and a space marine stat line. And they don't eat themselves and then run away.
The idea of the Nids is to be a mini flying circus. One Flyrant less, so I'm not saying this list is as good as, let alone better than a full flying circus - it's just a bit of variety (and gives you the option of buying some stuff on ebay).
Is anyone else experimenting with allies? I have asked Yoritomo and (s)he says to post primary nid lists in this section, and secondary nid lists in 'what's on the menu'.
Tyranids (primary detachment)
2 Dakka Flyrants, 1 with Hive commander 480
Hive Crone 155
10 Devourer Gaunts (outflanking) 80
3 Ripper Swarms 39
(754)
Necrons (allied detachment)
Overlord with warscythe, mindshackle scarabs and resurrection orb: 145
2 Storm Crypteks with voltaic staffs 50
Harbinger of despair with veil of darkness and nightmare shroud 70
5 immortals 85
10 scarab swarms 150
Doom scythe 175
(675)
Fortification
Aegis/Comms relay 70
Total 1499
The idea of the Necrons is:
1. To deep strike the royal court round the board and take out land raiders etc. with the 8 BS4 haywire shots from the voltaic staffs.
2. To take out multiple cheap armour and terminators with the s10 AP1 3D6 line from the Doom Scythe.
3. To have some cheap stuff that can survive going second against shooty lists (hide the scarabs completely out of sight behind the Aegis at the back of the board), or have the immortals going to ground behind the Aegis for a 2+ cover save with 3+ armour and 5+ reanimation. Scarabs seem way better than ripper swarms for 2 points more per base: They are beasts so 12'' movement plus fleet. Also every hit strips a HP off any vehicle on a 4+ - could actually be some use against imperial knights as stomp attacks are initiative 1 (I think).
4. Although the Royal Court is mainly for the deep striking haywire, the Overlord is a nice bonus - W3, T5, S7 ignores armour attacks is a good start. The mindshackle scarabs work really well in conjunction with Shadow in the Warp - reducing enemy psychers to L7 and then making them pass a 3D6 leadership test or hit themselves in the face. And the fact that however overkilled you get in any phase you can all get back up on a 4+ mitigates the harsh exposure from deep striking at the start of the game. Shadow also helps with the freebie AP1 template weapon that your harbinger of despair gets, as it rolls at s8 against leadership instead of toughness. It also makes the nightmare shroud worth taking - reduce riptides to L6 and then force them to take a morale check. In fact shadow in the warp seems to be more use to Necrons than it is to Tyranids at the moment!
5. The immortals, compared with Nids, are a semi-decent troops choice with s5 AP4 24'' rapid fire gauss weapons and a space marine stat line. And they don't eat themselves and then run away.
The idea of the Nids is to be a mini flying circus. One Flyrant less, so I'm not saying this list is as good as, let alone better than a full flying circus - it's just a bit of variety (and gives you the option of buying some stuff on ebay).
Is anyone else experimenting with allies? I have asked Yoritomo and (s)he says to post primary nid lists in this section, and secondary nid lists in 'what's on the menu'.