|Necron Mech Reserve Manipulation
|HQ||515||Troops||590||Elites||245||Fast Attack||135||Heavy Support||265|
|Tekeshi, Iron Maiden of Solace||Warriors||Nitocris, the Betrayer||3||Canoptek Scarabs||135||1||Necron Monolith||200|
|1||Necron Overlord||90||5||Necron Warriors||65||1||C’Tan Shard||185|
|warscythe||10||1||Night Scythe||100||Swarm of Spirit Dust||20||1||Canoptek Spyders||50|
|mindshackle scarabs||15||Grand Illusion||40||gloom prism||15|
|Catacomb Command Barge||80|
|2||Harbinger of Destruction||20|
|2||gaze of flame||20|
|Harbinger of the Storm||0|
By the under-par monitor of the sky-demon, that’s some bad layout right there. In my defence, it looks a fat sight better in OpenOffice.
Anyway. I’ve been inspecting the Necrons of late, because I want to add a motor pool to that army at some point so I have something to play mainstream 40K with, rather than running off and demanding that everyone join me in the Specialist and skirmish game wilderness.
The thought process behind this one is fairly simple; I wanted to build a fast army, one that could play around with leaving stuff in reserve and, indeed, manipulate the various reserve options that the Necrons have available. I also wanted to use my Monolith, because frankly I like my Monolith, and because it seems to me to provide some insurance in the event of Scythes being shot down (the contents can march out of the Monolith instead of on from a board edge, which seems like an improvement to me).
The two units in the Scythes are equipped for some slightly more up-close-and-personal duty than is normal for my Troops choices. Joined by Harbingers of the Storm (to mess with enemy deep striking, to provide a deterrent against assaulting the Necrons, and to add more ‘glance vehicles to death’ shots at short range) and Necron Lords (because I haven’t used them yet, and cheap warscythes seem like they might be worth a giggle), these are the midfielders, going out and flinging lightning at anything I don’t like the face on. Immortals would be better for the job, but since I don’t actually own any Immortals yet, these will have to do. The other two units receive the more customary Harbingers of Destruction; they sit tight further back, either sniping at vehicles or bringing down the Solar Pulses to turn the lights on and off – whatever’s most to my advantage at the time. I could also, I suppose, swap the squads round and have the big ones in the Scythes and the small ones in the backfield, if that proved more sensible.
Anyway, I have the Scarabs and the Spyder to be semi-disposable melee pieces and provide a little psychic defence, and my usual flying Overlord to troubleshoot Land Raiders and other nuisances. The last unit is the one that I’m not entirely sure about; the C’tan with Swarm of Spirit Dust (helps him not die) and Grand Illusion.
While I like having a crutch for my bad deployment habits and a nifty reserve/not reserve on the board/off the board gimmick, it’s quite a lot of points for that gimmick and a slow piece with lousy threat range. However, the opportunity to pull pieces into or out of reserve does seem like it might be handy – hold Tekeshi off-field to respond to the greatest threats as they emerge, decide whether or not to deploy/Deep Strike the Monolith based on the terrain and the fire lanes the enemy can draw, or at the very least redeploy the slow stuff if I realise I’ve made a mistake. It also affords a greater-than-I2 melee presence, which I confess to being quite fond of.
What do you think, folks?