![]() ![]() Three Tomb Blades were also included for cheap mobility options, while Heavy Support fielded three Heavy Destroyers for dedicated ranged threats. There are also two more Destroyer variants for even more melee machines. Eight Destroyers also add in a ton of combat threats to charge and pressure models.įast Attacks fielded some great diversion units thanks to the 21 Scarabs, which can tie up units and lock them in combat while soaking wounds. There are also two Thralls and two Plasmacyte for some cheap bodies to round out points.Įlites saw a significant threat in the form of a Deceiver C’tan for some insane melee pressure. Tedd’s Necron list was led by 2 Chronomancers and a Technomancer for a pretty good support suite. Midwest Conquest: Tedd Williamson – Necrons 5th Place Necron Cruisers As you will find a common theme the rest of the way up the Necron ship ladder, the Cruiser category only has a single option to choose from, the Scythe Harvester. Save $20 by subscribing for a year of BCP by clicking this special promo link. We can look back at the event thanks to Best Coast Pairings as if we were all there ourselves. Our Top 40k Homebrew Army List: Midwest Conquest GT Also hid yourself in clouds/nebula and asteroid belts (especially if you have the skills that negate damage from them.ĮDIT: also, don't be afraid to teleport your fleet away and hide somewhere to heal yourself.Here’s what scored the top spot as our new homebrew Warhammer 40k army list from the Midwest Conquest GT.Ĭheck out this excellent homebrew list that emerged in a tournament over the weekend that shows that sometimes it’s more about the general’s skill than what you play. It's just a takes time to figure out how to properly use them. I've done this and beaten most fleets on hardest difficulties. ![]() Your ships lightning arc stance and bounce your weapons to damage a second ship. Starpulse: Damage enemies ships, eliminates bombers/fighters, and can kill destroyers/frigates. Mass Recal: If your admiral is far enough away, can teleport all your other ships away from danger after unleashing your abilities and boarding actions. Lightning link: Very devastating if you flank enemy ships and follow along side them. Scarab Swarm: Heal your ships and damage enemies. Transdimenstional Thunderbolt: Launch behind enemy ship and make it follow path their ship takes for max damage. teleport your necrons to surround enemy fleet then unload your abilities. Warp out and behind the agressive ship is their forte' This comes with skill, don't warp until you need to. There are many others that can give you a better comparison though, and I have no experience of multiplayer. ![]() lack of extra long range weapons/stance for sniping and kiting. extremely vulnerable to AoE effects (Nova Cannons, Plasma Bombs, etc) as they ignore armour and your movement ability is on a long cooldown. especially vulnerable to a mix of the previous three as some counters share a cooldown. vulnerable to lightning strikes and crits due to lack of shields. struggle against concentrated boarding for the same reason. struggle handling bombers due to less turrets per fleet point. However, they have some pretty big weaknesses as well: healing up troop and crit damage over a long battle. unloading damage against hordes (at 9000 range especially). ![]() Originally posted by Peel:I've played the Necron Campaign and am half way through the Imperial one, and in my opinion they're pretty balanced. On the other hand, my Aeldari Killers were Reapers because they had Starpulse Wave and could fire while pursuing. For them it was often necessary to augment their turrets with the deck squadrons, which as Khan Boyzitbig of Mercia points out are competing for other good options (which I mentioned in point four of the negatives). My preferred fleet for the campaign was mainly Harrowers, which lack the Starpulse Wave ability. Takes out infinite(?) ordnance if timed properly. Takes many crits to take down (I think Starpulse can be taken out easily?). Always active (Starpulse is very weak against staggered ordnance with its cooldown). I disagree mainly because necrons have starpulse ability which deletes all planes/torpedoes in your immediate area.Good catch! That was actually in my head when writing that point, but I forgot to add it as a subsequent point.įor me the Starpulse vs Turrets is a case of different, not better. Originally posted by Error3000:-struggle handling bombers due to less turrets per fleet point. ![]()
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