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For a while now, I've been itching to play an old school metal tide Necron list, and I'm really liking the looks of that with the new detachment combos. Aside from it looking like fun, going over all the rules and abilities, it might actually be viable too. 

 

So the idea is to run Cryptek Concalve and Hand of the Dynasty, you put in the full 120 Warriors and then back them all up with Crypteks to overlap all the buffs. 

Currently I'm thinking: 


- 120 Warriors (60 Reapers, 60 Flayers)
- 3 Royal Wardens (With Reapers)
- 2 Technomancers (With Flayers)
- 2 Chronomancers (With Reapers)
- 1 Plasmancer (With Reapers)
- 1 Geomancer (With Flayers)
- 3 Enlivened Sentinels Upgrade (5" Scout on Reapers)

 

That takes us to 1800 points and I'm a bit torn on what to use the remainder on, I had a few ideas:

 

1. Simply another Plasmancer and 10 Immortals is 195 and an easy slot in. 

 

2. However, there is also the option of taking a mix of Cryptothralls and Canoptek Tomb Crawlers to add some more durability and punch to the frontline Repaers while adding Gauntlet of Compression and Gravitic Bolas to the Plasmancer unit to give them +6" Range and Anti-Monster/Vehicle 5+ so they can punch up a little better. 

 

3. There's a lot of good strats between these two detachments, so there's certainly an argument for running Immotek to just sit in the back and generate more, one unit of Cryptothralls to protect the Plasmancer, and the buffs for that unit. (Gauntlet and Gravititic)

 

I think they're relatively equivalent in value so I'll probably give both a try and see how it shakes out. 

 

As for the army itself, it's pretty well suited to the metal tide style. 5" Scout and Assault on all the Reaper warriors gets them into the midfield tearing things up right away. Going second is still probably best, but if your opponent deploys on the line, it's not hard to get within 12" turn 1, after that, you can just sit there using the Heavy or Anti buffs from teh Cryptek detachment to blast away at everything. If they get into melee, your Wardens give you fall back and shoot. 

 

For board control, aside from the tide of bodies, you have Will of the Conqueror for Obsec so that you can push past an objective if needed as well as the Geomancer for Deep Strike Screening. 

 

Offensively, everything has Lethal hits so the army can punch up well, but especially the Plasmancer unit with 5+ Lethals and Anit... well everything really, and between overwatch and Nanosaturation, you can have the unit fire 3 times per battle round which is pretty gross so long as you have the CP for it. Molecular Targeting and Heavy lets you hit on 3's even if they are in cover and Animus Curse gives you full re-rolls against something big that takes out one of your units. 

 

The army doesn't lack for durability either. In addition to the -1 to be hit from the Chronomancers and the 5+ FNP from the Technomancers, you have Nanoscarab Swarm for a 5+ Invul and Potentiality Syphon for extra reanimation protocols at +1 since everything has a Cryptek. 

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Well I just learned you can take multiples of the same upgrade in a list. Cool!

 

I think this would be an interesting army to play. For those last few points, Imotekh would be an absolute boon to how CP hungry this will be and maybe Reanimators would be useful.

 

I do think you may run into more trouble than you like with durability vs. blast weapons, and I've shot 40 Warriors (80 shots) at a tank without getting it below half strength. Hopefully your dice are more merciful than mine :teehee:

21 minutes ago, NTaW said:

I do think you may run into more trouble than you like with durability vs. blast weapons, and I've shot 40 Warriors (80 shots) at a tank without getting it below half strength. Hopefully your dice are more merciful than mine :teehee:

 

Yeah, mass Armour does seem like it could be a problem, but at that point, I think it's just throw bodies on objectives and don't die. 

Oh, I did totally forget about Illuminator Szeras, his buff to Battleline units would be huge! I think the play is to slot him in instead of the three options I was considering. An Aura of +1 AP to your attacks and -1 AP to enemy attacks seems invaluable, both for protecting the units and punching up into armour. 

Might be worth putting a translocation overlord in one of the units, on top of the scout, you get a guaranteed 6 of the run move, and it's thy will be done rule means you can basically get a free stratagem a turn on that unit, also comes with an orb for a bit more survivability. Works out a decent force multiplier 

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