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post #1 of 11 (permalink) Old 02-03-15, 02:02 AM Thread Starter
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Default Necrons 7th Edition - Decursions and shenanigans!

Alright, with the new codex abound, I am going to make this a hub thread about the various ideas I come up with in regards to the new Necrons.

The first will be my take on a Decursion Detachment.

Necrons - 1500 Decursion.

Core- 662
Overlord - Warscythe
Warriors - x10
Warriors - x10
Immortals - x10 - Tesla
Tomb Blades - x6 - Shield Vanes and Nebuloscobes - Gauss Blaster/Tesla Carbines

Annihilation Nexus - 410
Doomsday Ark
Annihilation Barge
Annihilation Barge

Deathmarks - x6

Deathbringer Flight - 320
Doom Scythe
Doom Scythe


Warriors and Immortals take and hold objectives. The Overlord will sit in the Immortal unit. Tomb Blades will zip around, harass and claim far off objectives (especially for Maelstrom missions).

Deathmarks will either target high priority models (Warlord/Monsterous creature) or counter drop plays with Ethereal Interception, as I feel the Doomsday Ark would be a target for Melta-cide marines.

Speaking of which, the Doomsday Ark will obliterate armor and blobs of infantry (preferably those nasty termies). Annhilation Barges will do what they do best. Deathbringer flight will control the skies and target higher armor like Landraiders or Leman Russes.


I will periodically post some other lists, some of which will be more Decursions (that +1 RP and Living Metal boost is amazing!). And others will be standard FOC with some shenanigans mixed in.
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post #2 of 11 (permalink) Old 02-04-15, 09:05 AM
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Ideally, if you're going to take Deathmarks to go after MCs, you'll probably need more than 6, as you'll only score 3 wounds against a tyranid MC, or 1.7 wounds against a riptide, assuming you deep strike into rapid fire range.

As the Hunters from Hyperspace special rule only applies to the player turn the unit arrives from deep strike reserve, you need to be able to kill or seriously damage the unit you target in one turn of shooting. With the loss of the ability to attach Crypteks with AP2 flamers, I just dont see Deathmarks being able to do enough damage on the first turn.

Overall Tournament Game Results W:78 D:22 L:32
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post #3 of 11 (permalink) Old 02-04-15, 09:15 AM
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Ideally, if you're going to take Deathmarks to go after MCs, you'll probably need more than 6, as you'll only score 3 wounds against a tyranid MC, or 1.7 wounds against a riptide, assuming you deep strike into rapid fire range.
AT 1500pt game 3 wounds is quite effective, esspicaly if you have a little bit of shooting in the rest of the army to finish it off if needed.

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post #4 of 11 (permalink) Old 02-04-15, 10:23 AM
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AT 1500pt game 3 wounds is quite effective, esspicaly if you have a little bit of shooting in the rest of the army to finish it off if needed.
Sorry, what I mean is that there is multiple points of failure...
1) You need to get the deathmarks on from reserve. (66.66% chance, 0% on the first turn)
2) You need to deepstrike them within 12" of the target and not scatter outside of this range. (otherwise you're only inflicting 1.6 wounds on a TMC)
3) The Deathmarks are left within 12" of the enemy unit they failed to kill, and the TMC should be able to wipe them in CC.
4) On the second and subsequent turns, even if the Deathmarks are at full strength, they inflict 2.2 wounds (or 1.1 if outside of rapid fire range).

For almost the same amount of points you can get 3 destroyers who will cause 1.8 wounds on a TMC, each turn, every turn, from beyond 24". The destroyers are more mobile, better against MEQ, GEQ, light vehicles etc, not subject to interceptor fire and can JSJ.

The only time the Deathmarks are better is the turn they deep strike, as long as they are within 12", any other time the destroyers are a better choice assuming you have free slots for them

Overall Tournament Game Results W:78 D:22 L:32
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post #5 of 11 (permalink) Old 02-04-15, 10:32 AM
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For almost the same amount of points you can get 3 destroyers who will cause 1.8 wounds on a TMC, each turn, every turn, from beyond 24". The destroyers are more mobile, better against MEQ, GEQ, light vehicles etc, not subject to interceptor fire and can JSJ.
True, but as part of a decurion detachment, don't you need to get three units of destroyers and a destroyer lord? That will take the price way over that of deathmarks
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post #6 of 11 (permalink) Old 02-04-15, 11:16 AM
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True, but as part of a decurion detachment, don't you need to get three units of destroyers and a destroyer lord? That will take the price way over that of deathmarks
True, but I wouldnt have chosen the Deathbringer flight, or the Annihilation Nexus

My list would be
Reclamation Legion: (809)
Overlord - Warscythe
Immortals - 5, Tesla
Warriors - 10,
Transport - Night Scythe
Warriors - 10,
Transport - Night Scythe
Tomb Blades - 6 Particle Beamers, Nebuloscopes

Destroyer Cult: (690)
Destroyer Lord - Warscythe
Destroyers - 4
Destroyers - 5
Destroyers - 5

Night Scythes provide the same anti air ability as the Deathbringer Flight, but add more mobility to the troop squads, Immortals would start in reserve and walk on to hold the home objective. Destroyer lord joins the Tomb blades for some CC punch and preferred enemy, with 6 blast weaposn and ignores cover they'll handle light infantry in cover and hordes, destroyers handle 3+ armour saves. Vehicles are brought down by gauss inflicted glancing hits, even a land raider will take 2.2 HP from a 10 man warrior squad rapid firing.

Overall Tournament Game Results W:78 D:22 L:32
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post #7 of 11 (permalink) Old 02-04-15, 03:03 PM Thread Starter
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Ideally, if you're going to take Deathmarks to go after MCs, you'll probably need more than 6, as you'll only score 3 wounds against a tyranid MC, or 1.7 wounds against a riptide, assuming you deep strike into rapid fire range.

As the Hunters from Hyperspace special rule only applies to the player turn the unit arrives from deep strike reserve, you need to be able to kill or seriously damage the unit you target in one turn of shooting. With the loss of the ability to attach Crypteks with AP2 flamers, I just dont see Deathmarks being able to do enough damage on the first turn.
The goal of the is to remove specific threats from units. As I said, I suspect the doomsday ark to be targetted by droppod Marines with meltaguns. If they can remove the meltaguns from said unit, then they would have done their job.
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post #8 of 11 (permalink) Old 02-04-15, 03:15 PM
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The goal of the is to remove specific threats from units. As I said, I suspect the doomsday ark to be targetted by droppod Marines with meltaguns. If they can remove the meltaguns from said unit, then they would have done their job.
6 deathmarks rapid firing will kill 3.1 marines in total, of which 0.78 will be due to precision shots. You're better off killing the squad with overwhelmimg firepower rather than pinning your hopes on sniping the special weapons.

It takes 31 shots to kill 2 non character MEQs with synaptic disintegrators when wounding on a 2+, those 31 shots would also kill 8 marines total...

Overall Tournament Game Results W:78 D:22 L:32
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post #9 of 11 (permalink) Old 02-04-15, 03:23 PM
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Then facotr in look out sir.



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post #10 of 11 (permalink) Old 02-04-15, 03:50 PM Thread Starter
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Then facotr in look out sir.
True, but with some exceptions, the wielder of special weapons aren't characters meaning no Los.

I'm currently limited with what I can type, but replacing the a-nexus and d- scythes with destroyers wasn't what I was going for in this list. I don't question their effectiveness though and will likely use the formation in another list.
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