That's no moon! Necron Death Star

Necrons have always struggled to organise an effective death star unit in the previous codex but with the new edition it seems Necron death stars are not only viable but down right filthy as well.

This first one was sent in by a source that wishes to remain anonymous. As an alternative I have included my own take on the same kind of list with the difference being RP on the wraiths and losing both objective secured and preferred enemy.

Submitted list

Royal Court Formation (+Move through cover, +Relentless, Zandrekh warlord, 1st turn zealot, chooses a replacement trait each turn after first, can't take same twice)

Nemesor Zahndrekh [warlord] 150 Vargard Obyron 120
Lord Warscythe res orb 95
Lord Warscythe res orb 95
Orikan the Diviner 120
Cryptek Solar Staff 80
Cryptek Veil of darkness 90

Combined Arms Crons (for ob sec Immortals)

Overlord Nightmare shroud Warscythe Phase shifter 160
Destroyer lord War scythe 130

5 Immortals in a Nightscythe 215
5 Immortals in a Nightscythe 215

3 Tomb Blades: 3 shadowlooms (+1 cover) 57
3 Tomb Blades: 3 shadowlooms (+1 cover) 57
6 Wraiths: 6 whip coils (Int5 in fight sub phase) 258

=1842pts

Essentially all characters join the Wraiths.
Unit has 2 deep strikes in a game, has preferred enemy whilst destroyer lord is alive
The solar staff causes one turn of night fight but also a turn of free invisibility (so deep strike in their face and then only get snap shot' at)
Orikan gives the unit re-roll 1's on saves, and he and other crypteks give the unit 4+ reanimation (like FNP now). 2 res orbs allow two turns of re-roll failed reanimation.
Nemesor  MAY choose a new warlord trait each turn so could tailor a maelstrom warlord trait to maximise card scoring. He can also borrow ALL USR's of units within a certain range from a list of USR's and pass it onto unit (tank hunter, H&R Etc)
Few war scythes for S7 armourbane at AP2
Night shroud mainly gives overlord 2+ save but also once can force a unit with 18" to take a moral test, a bonus unit running away maybe
Not the most mobile death star but very resilient plus quite potent in combat
It can get Hit and Run but nor guaranteed (nor guaranteed it will go off)
Wraiths are fearless

Deathstar is:

Nemesor Zahndrekh [warlord] 150
Vargard Obyron 120
Lord Warscythe res orb 95
Lord Warscythe res orb 95
Orikan the Diviner 120
Cryptek Solar Staff 80
Cryptek Veil of darkness 90
Overlord NIghtmare shroud Warscythe Phase shifter 160
Destroyer lord War scythe 130
6 Wraiths: 6 whip coils (Int5 in fight sub phase) 258

Unit has majority toughness 5
6 wounds with 2+/4++ re-roll 1's with 4+ reanimation
2 wounds with 2+ armour re-roll 1's with 4+ reanimation
7 wounds with 3+ armour re-roll 1's with 4+ reanimation
4 wounds with 4+ armour re-roll 1's with 4+ reanimation
2 wounds with 4+ /4++ re-roll 1's with 4+ reanimation (4W if Orikan goes Hulk)
12 wounds with 3+/3++ re-roll 1's

Also in one shooting phase I can make the enemy have to snap shoot the unit

Close combat (not inc. charge bonus, could get counter attack, furious charge, hit and run and tank hunters from Zander) 
13 x S7 AP2 armourbane re-roll 1's to hit and to wound
3 x S5 AP- re-roll 1's to hit and to wound
4 x S4 AP- re-roll 1's to hit and to wound 
2 x S4 AP2 re-roll to hit and 1's to wound (4xs7 if Orikan goes Hulk)
18 x S6 AP- Rending re-roll 1's to hit and to wound

Alternatively

This would be my own take on something similar.

Reclamation Legion
5 Immortals
Overlord, phase shifter, Nightmare Shroud, Warscythe
3 x Tomb Blades, 3 Shadowloom (+1 cover)
10 x warriors
10 x warriors

Royal Court
Cryptek, Solar Staff
Cryptek, Staff of Light, Veil of Darkness
Lord, Res Orb, Warscythe
Lord, Res orb, Warscythe
Zahndrekh, Phase shifter, Staff of Light
Orikan the Diviner, phase shifter, staff of Tomorrow
Obyron, Warscythe

Canoptek Harvest
6 x Scarabs
3 x Spyders
6 x Wraiths, 6 whip coils.

Unit has majority toughness 5
6 wounds with 2+/4++ re-roll 1's with 4+ reanimation re-roll 1's
2 wounds with 2+ armour re-roll 1's with 4+ reanimation re-roll 1's
4 wounds with 3+ armour re-roll 1's with 4+ reanimation re-roll 1's
4 wounds with 4+ armour re-roll 1's with 4+ reanimation re-roll 1's
2 wounds with 4+ /4++ re-roll 1's with 4+ reanimation re-roll 1's (4W if Orikan goes Hulk)
12 wounds with 3+/3++ re-roll 1's with 4+ reanimation re-roll 1's

Also in one shooting phase I can make the enemy have to snap shoot the unit

Close combat (not inc. charge bonus, could get counter attack, furious charge, hit and run and tank hunters from Zander) 
10 x S7 AP2 armourbane
3 x S5 AP-
4 x S4 AP-
2 x S4 AP2 re-roll to hit and 1's to wound (4xs7 if Orikan goes Hulk)
18 x S6 AP- Rending

Essentially all characters join the Wraiths.
Unit has 2 deep strikes in a game
The solar staff causes one turn of night fight but also a turn of free invisibility (so deep strike in their face and then only get snap shot' at)
Orikan gives the unit re-roll 1's on saves, and give the unit 4+ reanimation (like FNP now). 2 res orbs allow two turns of re-roll failed reanimation.
Nemesor  MAY choose a new warlord trait each turn so could tailor a maelstrom warlord trait to maximise card scoring. He can also borrow ALL USR's of units within a certain range from a list of USR's and pass it onto unit (tank hunter, H&R Etc)
Few war scythes for S7 armourbane at AP2
Night shroud mainly gives overlord 2+ save but also once can force a unit with 18" to take a moral test, a bonus unit running away maybe
Not the most mobile death star but very resilient plus quite potent in combat
It can get Hit and Run but nor guaranteed (nor guaranteed it will go off) but if you do get hit and run and Orikan is in beast mode it would be at initiative 4.
Wraiths are fearless
Down side is to keep the RP on the wraiths you need to keep them within 12” of the spiders so protecting those are a priority.
Tomb blades can stay in reserve and jink every turn for a 3+ cover and reanimation.
Warriors and immortals are on foot but can take pot shots at vehicles while walking towards objectives.
Would lose preferred enemy and objective secured units but would make the deathstar more survivable.

The second list comes in at 1840 points so you could also take a Strength 4, ap 5 flamer on the overlord for randomness.

For interesting warlord traits taken by Zhandrek you can take Zealot so the whole unit can re-roll all failed to hit rolls during the first round of combat. Crusader gives you an extra dice when running and pick the highest and adds D3 to the sweeping advance totals. Master of the Vanguard command trait gives you +1" to run and charge ranges for all units in 12". Co-ordinated assault lets all units within 12" re-roll to hit rolls of 1. Obviously once one has been chosen you cannot pick the same one again.

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