kairos_fateweaver wrote:Keep in mind that the annihilation barge weapons also have telsa rule so a 6 to hit also causes two more 2 more hits. So 4 shots with the main gun (also twin linked) possibly causing more hits with 6's and if you fire the other possibly more.
That's right - that makes it even better. It also causes d6 S5 hits on any unit within 6" on the roll of a 6 - not at all reliable but a nice bit of a bonus when it happens, so long as it isn't your own unit. You're not going to have any trouble selling that box in pairs: two overlords and two annihilation barges for $80 is a pretty good deal.
Here's a list I came up with considering the above based on current line models. I think the c'tan are stupid awesome despite their cost so I incorporated two of them.
HQ
Phaeron (warscythe, mindshackle scarabs, sempiternal weave, res orb, phase shifter) = 225
Overlord (warscythe, mindshackle scarabs, sempiternal weave, res orb, phase shifter) = 205
2 Harbingers of Destruction (Gaze of Flame, Solar Pulse) = 100
TROOPS
10 Immortals = 170
5 Immortals = 85
ELITES
C'tan Shard of the Deceiver (Grand Illusion, Transdimensional Thunderbolt) = 270
C'tan Shard of the Nightbringer (Writhing Worldscape, Transdimensional Thunderbolt) = 265
HEAVY SUPPORT
Annihilation Barge = 90
Annihilation Barge = 90
TOTAL = 1500
PROS
- 8 KPs at 1500 is decent. The ability for the overlords and attached harbingers to come back from destruction multiple times on a 4+/5+ (respectively) is amazing for KP denial (and subsequent damage to your enemy).
- The phaeron and harbinger with GoF go with the larger immortals squad (so they're relentless) and the overlord and harbinger with solar pulse go in the smaller.
- The harbinger's solar pulse is great since it can potentially negate turn 1 shooting damage and gaze of flame gives the larger squad defensive grenades, making them much more resilient.
- Grand illusion means d3 units can be redeployed after infiltrations and scout moves are made which will be tremendous help.
- Writhing worldscape is going to make the going tough for the enemy, especially hordes. Tanks going through difficult terrain immoblize themselves on a 1 or 2 since it's already dangerous for them. That's going to be huge!
- The A13 of the barges and T7 of the c'tan are going to give anti tank some trouble.
- The army can put out 8 (+2 per 6 rolled) twin-linked S7 shots, 2 S9 shots, and 2 S8 (AP1) shots. The S5 gauss blasters can add plenty of glances (or pens on A10).
- If any lockable unit gets close to the troops the overlords are going to leave the squad to try to tie them up in CC. With all those upgrades the overlords are quite beastly. One overlord assulting 5 CC terminators or 10 marines actually has a decent chance of tying or even winning the combat!
CONS
- Not too many troops means if something does get through, those immortals are toast. I'm betting on the resilience of the c'tan and overlords. Defensive play is the name of the game.
- No transports means all my units are exposed. Unfotunately for necrons, there's not much you can do about this.
- At only 23 models, it's all or nothing. Either this list does really well or it goes down hard.
