Sunday, April 11, 2010

BFG Fleet Overview: Corsair Eldar



GothicComp09 Submission


Background.
Of all the biological races, the Eldar are the oldest still interactive with the younger races such as humans, orks, and tau. As old as their civilization is, their technology is as expected more advance than these other races. Despite their technological prowess, they have an ancient foe that is even older and more advance, the Necrons. In BFG, they are a very strong fleet against all but the Necrons. In BFG the Eldar are represented by three lists, Corsair Eldar, Craftworld Eldar and Dark Eldar to represent their current fractured and scattered state. Corsair Eldar is likely the one most likely to be encountered in space by merchants and patrols alike (and equally likely to be the last encounters by these ships as well.) Craftworld Eldar and Dark Eldar will be discussed sometime future.

Strengths.
Even before any ships are placed, the Corsair Eldar fleet is at an advantage with leadership values at +1 (maximum of 10). Remember that in BFG higher leadership facilitates special maneuvers and actions in the form of Special Orders.

On both the offensive and defensive component of the game, Corsair Eldars are strong, very strong. Offensively, Eldar batteries, lances, torpedoes, and fighters are superior to the "lesser" races. Eldar batteries always count their target as closing (the most favorable aspect for targets.) Eldar lances can re-roll successful hits, yes successful hits, for up to three hits. Since lances hit on a 4+, each lance will on average inflict 0.875 hits (much higher than the average of 0.5 hits for most lances.) Even so the average can be misleading because a lance can actually inflict three hits each! It is understandable why lances are your friends when playing Eldar. Eldar advantages don’t end there because Corsair Eldar ordnance is extraordinary as well. Torpedoes can only be taken out by enemy turrets on rolls of 6+ rather than 4+, making them three times as likely to survive to attack the hull. Note when facing against combined Eldar torpedo and bomber attacks, save your turrets for the bombers rather than wasting them on the torpedoes. Their fighters are also more resilient in missions against enemy torpedoes, fighters, bombers and assault boats. Instead of being removed after neutralizing enemy ordnance as are most fighters, each Eldar fighter marker remains in play on a 4+.

On the defense Eldar ships are protected by holofields. Holofields provides a 2+ saves against lances, nova cannons, torpedoes, bombers, hit and run attacks, boarding, and even ramming. Against battery weapons a rightward shift on the Battery Gunnery table (less favorable for the shooter.) As if that isn't enough, once Eldar move in their movement phase to position to shoot, they can then move again in their ordnance phase to minimize becoming target themselves. "Minimize" because while most ships have no weapons in their rear, most ships can also turn to get their side weapon into play against Eldar ships seeking a safe area behind their target. An Eldar player should expect this and consider how to position your ships so that once turned, your Eldar ships are abeam to the enemy's (side) batteries (further weakening their best weapon against you.)



Shadow Cruiser by Arithon.


Weakness.
The first weakness of the Corsair Eldar are that they are 3 times as likely to suffer a critical hit each time they take damages as most other fleets: suffering a critical on a 4+ for each damage rather than on a 6+. Their second weakness is that all Corsair Eldar ships only have 4+ armors. However, any hits that might gain from the lower armor must first pass through the holofield. Overall I believe both of these weaknesses are more than well compensated by the strength of the holofield and enhanced Eldar maneuverability. A third weakness of the Eldar is that their movement rate is affected by where the local star is located. If the star is toward the ship's front its movement is only 10-15 cm (depending on the ship) and if the star is to its side the movement rate is 25-30 cm. Where the star shine from must always be considered. (And when facing Corsair Eldar maneuver toward them with the sun to your back). A fourth weakness is that while all Eldar ships, escorts and capital ships, may make a turn to face in any direction at the beginning of its movement, Corsair Eldar cannot turn at all once moved (though it does not have to move at all). Both of these movement issues are easily compensated for by the ability to move in your ships in your own movement phase and again in your own ordnance phase (not the enemy's ordnance phase.) The fifth weakness of the Eldar is that holofields are not shields, thus when any Eldar ships move through blast markers (once per move whether in its own movement phase or its own ordnance phase) it can suffer a damage on a roll of 6 (their movement is also reduced by 5 cm.) The final weakness of the Eldar is that holofields do not work against Necrons. Against Necrons Eldars thus will do rather poorly.

I do not consider Eldar weapon's limited range of 30 cm on all ships except the Void Stalker battleship to be a weakness because most fleets engage in the 30 cm range anyway.




Eclipse Cruiser by the Laughing God.


Fleet Selection.
All fleets should be built to maximize its strength and minimize its weaknesses. Strengths of weapons, holofield and double movement are available to all Eldar ships. Weaknesses are vulnerability to critical hits, 4+ armor and movement restrictions. Armor of 4+ and movement restrictions affect all Eldar ships. Since escorts only take one hull hit, vulnerability to critical hits doesn't affect it at all unlike with capital ships. Such analysis of strengths and weaknesses will likely result in Eldar fleets being a predominantly escorts based fleet.

There are four Corsair Eldar escort options. First up is the Hemlock, essentially a flying lance. Since a lance is the best Eldar weapon, this is a great option for only 40 points each. Second up is the Nightshade, a torpedo (2) ship also armed with a battery. Eldar torpedoes and batteries are both great and for just 40 points this is another great option. Next up is the Aconite, a battery ship. While Eldar batteries are indeed great and 5 of them are even better, for 65 points they are a tad expensive. However, if you might face other Eldar, including Dark Eldar, they could become very handy to overcome enemy's' holofield (or shadowfield for Dark Eldar.) Last up is the Hellebore, a great model in my opinion. Unfortunately, while the package of lance, torpedoes, and battery looks impressive, for 75 points it is too pricy. For 5 points more you can get the same weapon layout (1 lance, 2 torpedoes, 1 battery) with a Hemlock and a Nightshade. A Hemlock and Nightshade combo is also substantially more survivable as two targets capable of splitting enemy fire and having twice the damage capacity as one Hellebore.

The cheapest Eldar cruiser is the Solaris, coming with 8 batteries to the front and 4 hits points for 130 points. For the same points you can get 2 Aconites with 10 batteries and 2 hits points splitting fire between two Aconites. While most cruisers can sustain more damage prior to reduction of its offensive capability than a squadron of escorts, Corsair Eldar capital ship vulnerability to critical damage erase this edge in my opinion. The Solaris is likely better replaced by 2 Aconites. The Aurora at 140 points also has 4 hits points but is armed with 4 torpedoes and 2 lances. Similarly priced at 150 points would be 2 Hellebores that are over priced in themselves so I am not sure the Aurora is worth taking either. Both the Solaris and Aurora are Forgeworld models and as an American, this means both will cost more money wise as well. The next cruiser is the Shadow for 210 points with 6 hits points, 4 torpedoes and 12 batteries. For the exact same 210 points you can get 2 Nightshades and 2 Aconites, yielding the exact same weapon layouts with 4 hits points across 4 targets. Thus far all three cruisers are better replaced by escorts. The last cruiser is the Eclipse for 250 points. The Eclipse is the only cruiser with launch bays (4) and this alone makes this cruiser worthy of consideration.

The last ship available in the Corsair Eldar list is the Void Stalker battleship. This ship also has 4 launch bays but what set this ship apart from the Eclipse, and every other Corsair Eldar ships, is its 45 cm ranged lances (4) and 45 cm ranged batteries (8) with the ability to fire to the right, to the left, and not just to the front. The Void Stalker is available once your fleet is 1000 points (minimum actually fielded) or more. This ship should definitely be considered for inclusion once it becomes available.



Void Stalker by Arithon.


Fleet Tactic.
While Corsair Eldar have a significant amount of offensive and defensive capability, they should be used with care like a sharp blade rather than a blunt instrument. When on the attack, concentrate your fire on enemy battery ships first, hitting the enemy toward his rear. Such opportunities will not likely present naturally and as an Eldar player you must be both patient and manipulative. Hide among stellar phenomena if possible. When striking hit as hard as you can but if you cannot or were unlucky and did not, never linger. When you move in the ordnance phase, position your ship defensively to be abeam of your opponent batteries. Move in, attack, move out and away before the enemy can respond.


Additional info can be found here.
Originally posted at BoLS.

Saturday, April 10, 2010

BFG: FAQ

works on a new BFG FAQ has been started here.

Saturday, March 27, 2010

40k: Number of Troops

I recently read a very interesting article at BoLS. Though it is about how many troops to take in 40k, i think it is germaine to any other game systems as well.
In Annihilation, Troops are just another unit that can become a kill point by dying and generate kill points for killing other units. In most cases, Troops choices are less effective at killing and as easy or easier to kill than similar Elite, Heavy, and Fast Attack units. This is obviously an overgeneralization, but it matches the game design and is more accurate than inaccurate as a general rule. So in Annihilation, fewer Troops choices are better for most armies. The exceptions include Chaos Space Marines Cult Troops - Khorne Berserkers are very killy, Plague Marines are among the most durable, Noise Marines produce significant Dakka, and Thousand Sons have great antipersonnel fire and are the best unit to take Demolisher cannon hits on. Dark Eldar should generally take a maximum number of Troops, as they are a bargain for their killing power. Imperial Guard can go with a large number of Troops, especially if they have a Platoon that collapses into a Commissariat Blob. Yes, you can mount the platoon squads in Chimeras, but blobbing 30+ in Annihilation makes the unit essentially nonviable as a kill point for most armies.

In Capture and Control, most armies really only need two scoring units, as there are only two possible objectives. Reserving a unit to hold your own objective at the end of the game and sending another towards the enemy objective (often obliquely – no sense trying to hold an objective against counter attacks for 3 turns) is generally a good default behavior. If you are Eldar, you need at least two units assigned to each job, as Wave Serpents break down at the most inconvenient times, and walking Eldar Troops aren’t known for their durability. Guardsmen need more units for defense (and possibly offense, but Guard should focus on eliminating all enemy scoring units and/or contesting the far objective, in most cases) – I like 3 units in the area to hold my home objective, and I tend to devote the rest of my Guard force to immobilizing and then eliminating enemy contesting and capturing units. Space Marines often do well to Combat Squad a couple of units for home defense, working on the premise that killing two units is harder than killing one.

Seize Ground can have up to 5 objectives – so obviously you need at least 5 scoring units, right? No, not at all. In almost no cases should you be able to take more than 3 objectives – your opponent has to be really asleep for you to get to 4, and if you’re looking at 5 objectives, just go ahead and go for Wipeout instead.
Seize Ground is the mission designed for Space Marines. Combat squads mean that 6 scoring units are very likely for most Space Marine players, and each unit essentially has to be destroyed totally to be stopped. Eldar also love Seize Ground; mobility is really all they have going for them, so having a lot of objectives to hope to tank shock a Wave Serpent of Dire Avengers onto is a very good thing.


From the articles I take away the following concepts.
1. You don't need to contest all objectives, just the majority of them. If there are five objectives, you need to take 3 to win.
2. Troop choices need to be protected. They need to survive till the end of the game. There are several ways to do so. Firstly shield them in terrains. Secondly take either large units that are hard to reduce to less than half, or make them particularly resilient.
3. One to two troop choice should be mobile, held in "reserve" until toward the end of the game when they can rush forward and take an objective.
4. This means minimum of 3 troops and maximum of 4 troops.
5. Other force selections, whether it be HQ, elites, fast, or heavies should be taken to attack, and they really should focus their attacks on enemy troops as much as they can.

Tuesday, March 9, 2010

SBG: 1k of Good & Evil

Tonight i completed 1000 pts of good and evil forces. Both are compact forces designed to both fit together in a small GW carrying cases. Both are also all metals and include models whose rules i believe are better in SBG than in WotR.

Good:
15 fountain guards + shields. yes shields, making them D7!
2 warrior of minas tirith with banner (i like placing a banner on either end of, but behind my battle line)
1 avenger +/- captain
1 captain
1 Elendil + shield
1 gandalf the grey
along with
15 dead warriors
1 dead king


Evil:
15 black guards
1 black guard banner
1 black guard captain
1 black guard taskmaster
1 generic ringwraith
1 witch king with crown of morgul
2 castellans & 2 bat swarms (1 of each together to hold my flank)
1 shade (the anti banner)
1 warg chieftain (fast responder)

Saturday, February 20, 2010

Planning new Imperial Navy fleet

I have been contemplating a new Imperial fleet for three reasons.
1. I want a fleet consisting of ships most veterans eschew: the Lunar, the Dictator, the Mars, the Overlord, and the Apocalypse.
2. I want a fleet to paint well enough for competition (or so i say now)
3. I want a fleet to name using cities from my favorite state of Texas, and naturally color schemed for the Texas flag.

I have hesitated until i found these prow.

Beautiful, no?

more details can be found in this thread at Port Maw and here.

Tuesday, February 2, 2010

BFG Fleet Overview: Space Marines

Background. In the fluff, Space Marines power lies within each space marine as the epitome of a warrior. As such, space marines force relies on the power of each marine working in conjunction with each other in close encounters. This theme is carried on in how Space Marine fleets play in BFG.


Warp Rift Issue #21 cover.

Strengths. The primary strengths for the Space Marine fleet remains within the individual marine. In game terms SM has a +2 bonus to boarding actions and +1 bonus to hit and run attacks. As a reminder, boarding action can be declared in the end phase when in base to base contact with an enemy ship. Base boarding values + a D6 are compared; higher totals win. Each point of difference between the two totals results in a hull damage for the loser. Space Marines get a bonus modifier of +2 to its total but then Orks and Chaos gets a +1, Dark Eldar gets a +1 in the first round (but a -1 in each subsequent rounds) and Tyranids gets to chose the higher of two D6 rolls rather than be limited to just one D6 roll. Given that these other fleets also receive some bonus for boarding, the Space marine bonus of +2 doesn't really seem that significant. In addition, since part of the boarding total is based on the remaining damage points available added to its current turrets, Space Marines ship size must also be considered. The most numerous ships in a Space Marine fleet will be either strike cruisers with 6 hull damage points and 2 turrets or escorts; most chaos ships will be cruisers with 8 hull damage points and 2 turrets, or the ork cruisers with 10 hull damage points and 1 turret. Considering the ship size, the effectiveness of Space Marine in boarding appears essentially limited to boarding Imperial Navy and Ad Mech (both ally fleets), Corsair and Craftworld Eldars, Necron, and Tau.
On the other hand, the +1 bonus to hit and run attacks is tremendous. Hit and runs can be conducted by Space Marines in 3 forms. Firstly by thunderhawk gunships which are a cross between fighters and assault boats. Secondly by boarding torpedoes, which unlike regular torpedoes can make a 45 degree turn at the beginning of the ordnance phase and attack by hit and run rather than hull hits. Third and finally, Space Marines can make hit and run attack by teleport attacks. Teleport attacks are made by capital ships against enemy ships within 10 cm whose shields are down. Hit and run attacks is conducted with a D6 and checking against the Critical Hits table. Since the Critical Hits table spans from 2-12, most fleet fails on a roll of 1. Space Marines always inflict some damage. Against escorts, any critical damage means destruction; Space Marines can rapidly wipe out enemy escorts (except Eldars). Against capital ships at most 2 in 6 attacks will result in a hull point of damage but can be quite effective in crippling weapon functions.
Another manifestation of the power of a Space Marine is the average ship or squadron leadership is 9 and Marine "Admiral," the Master of the Fleet has leadership of 10 for a measly 50 points.


Red Scorpion By Martin Sharp, 4th place winner of GothiComp09.

An additional strength of the Space Marine fleet is the armoring of their ships: both Marine battleships (Battlebarge) and cruisers (strike cruisers) are armor 6 all around. Space Marine capital ships also have a unique weapon in the form of bombardment cannons with left/front/right firing arcs. Bombardment cannons are battery weapons that always hit on 4+. However like batteries the number of attacks is modified using the battery Gunnery table. This means that the usual sequence of using batteries to take down shields first will reduce the effectiveness of subsequent bombardment cannons shooting while shooting with bombardment cannon first will make be more effective at taking down shields while losing its 4+ to hit advantage to inflict hull damage against armor 5+ and 6+ hull. The rules do not appear to allow a simultaneous shooting with both bombardment cannon and batteries using different colored dice.

Weaknesses. Given the focus on the individual marine warriors, space marine fleets sometimes feel particularly like a "one trick" fleet. Space Marines lack the variety of ships and variety of armaments that allows other fleet to be all around competitive. Pure Space Marine fleets do not have carriers of fighters or bombers, and lances. Space Marines also only have two capital ships to choose from, the battlebarge and the strike cruisers. While the battlebarge maybe relatively comparable to most battleships in other fleets, the strike cruiser doesn't match up well against most cruisers. Thus the Space Marine fleet is more like a system to deliver marines to attack rather than a fleet of warships for ship-to-ship slugfests.

Fleet Composition. Given that BFG is a naval game, Space Marine fleet should include a battlebarge at first opportunity. It is the only ship that can go toe to toe with enemy ships. Unfortunately there can only be one barge at up to a 1k points fleet and a second for up to 2k. The rest of the fleet will be made up of either strike cruisers and or escorts. Given there are several escorts to choose from and only one strike cruiser choice, let us look at the escorts first. Space Marines can choose from among 3 Space Marine specific escorts and upgrade the 3 Imperial Navy escorts to Space Marine standards. Firstly is the Hunter escort for 40 points armed with 2 points of torpedoes and 1 point of battery. While 2 points of torpedoes may not sound like much, they can also launch boarding torpedoes, which make them very Space Marine. Hunters are better than the 35 points Space Marine upgraded Cobras. For an extra five points you get 5+ armor instead of 4+ and 35 cm movement rather than 30 cm. The Space Marine Gladius for 45 points has 4 points of batteries but when compared to the Space Marine upgraded Sword for 40 points, the only return for the 5 points difference is a 5 cm extra movement. In my opinion this might give the Gladius an edge as strike cruisers have a similar 30 cm movement as the Gladius while the Sword would be a slower 25 cm. As you might have guessed, the Space Marine Nova has a similar role as that of the Firestorm. However, for 5 points more it gains a 10 cm extra movement but loses one point of turrets. Among the 6 escorts, I believe the most worthwhile are the Hunters (much superior to the very useful Cobras for a small charge of 5 points).
Strike cruisers are nearly quintessentially Space Marines with armor 6, fast and maneuverable, armed with both thunderhawks and bombardment cannons. Model wise if you don't like the looks of the Specialist Games striker cruiser, look at the Grey Knights strike cruiser from Forgeworld.



Fleet Tactic. At 1k points, a Space Marine fleet should have one barge, 2 to 3 strike cruisers, and 3-8 escorts. The barge should hold off enemy capital ships with its 45 cm batteries while contributing to the fleet hit and run attacks with its own thunderhawks and boarding torpedoes. Strike cruisers, like most light cruisers can be played as super escorts to support and protect the fleet, or used offensively in pairs. The Hunters should support thunderhawks with their torpedoes. Defending ships must choose between directing their defensive turrets against attacking thunderhawks or boarding torpedoes but not both. While enemy escorts may be easily eliminated with hit and run attacks, these attacks may be better spent against enemy capital ships. The ability to take down a whole bank of weapons (dorsal vs starboard vs port vs prow) can really reduce a significant amount of offensive power of a capital ships, much more so than a destroyed escort in my opinion.

In summary, a Space Marine fleet is all about hit and runs. If you are looking for more diversity, there are alternative list available. An Armageddon list allows a mix of SM and Imperial Navy. Another option is to use the Chaos 13th Black Crusade. This is the list that most if not all Chaos Space Marine players should be fielding but without the use of marks of chaos, it could represent a chapter who has retained their pre-heresy ships or even to represent a pre-heresy marine fleet. Chaos Space Marine also has the +2 bonus to board, +1 bonus to hit and run, as well as the availability of thunder hawks. In truth, this may be preferable to a standard barge/strike cruiser Space Marine fleet. The 13th Black Crusade list would give you more ship options as well as being cheaper to purchase.

This post is a slight update of the one originally posted at BoLS

Friday, November 13, 2009

BFG Fleet Overview: Necron



I plan for this post to be the first in a series of analysis of the various fleets in BFG. I want to start with Necrons for two reasons. Firstly, the Necrons are rated one of the strongest fleet in BFG. While most of us may not play BFG Necron ourselves, I do think it helps to understand how tough they can be so when we build our own fleet, we will continue to keep them in mind. Secondly, I am helping a friend start a Necron fleet and thus I have to apply some thoughts and focus for my recommendations.

Firstly, lets look at what the Necrons can do in the movement phase. They are a particularly fast fleet, their cruisers have 30 cm movements and their escorts move 40-50 cm. Their battleship though only move 20 cm, which is pretty average. Another aspect of their speed is where the standard All Ahead Full (AAF) special movement order generates an additional 4D6 cm (4-24 cm) in movements with no turns allowed, Necrons ' AAF is D6 x10 cm (10-60 cm) and a turned is allowed every 20 cm moved. For Necron players, their enhanced speed allow for faster closings and faster exits from the encounter. For playing against Necrons, this will necessitate concentrated shooting to inflict all the damage while you can.

In the shooting phase, all Necron attacks are particularly powerful, especially against all Eldars. Their batteries are called lightning arcs that always consider their targets as closing (the most favorable aspect compared to moving away and abeam). In addition, lightning arc attacks are not affected by the negative column shift modifier of Eldar holofields or Dark Eldar shadowfields. However, as it stands, no Necron ships has lightning arc with a range more than 30cm. The Necron lances are called gauss particle whips what can bypass shields on a to hit roll of 6. I think this sounds better than it actually works because most of us always fire our batteries before our lances, using batteries to take down shields prior to lances shooting. Holofields and shadowfields usually allow 2+ saves against lances but this is not allowed against gauss particle whip. Currently gauss particle whips are only available on capital ships with 45cm ranges. Necron main capital ships (tombships and scythes) are also armed with a unique weapon called the star pulse generator. With each star pulse generator all enemy ships and ordnance within 20 cm receive one hit against its facing armor (or 4+ for each ordnance marker, not wave) and once again, holofields and shadowfields offer no saves. Given these three weapons, Necron players should start with lightning arc batteries (when there are a minimal number of blast markers are in play to be negative modifiers), then the star pulse generator (not affected by blast markers but must roll against armor) , and then gauss particle whips (which only require a 4+ to hit and so best applied once shields are down).

One other special weapon available only as an upgrade for Necron cairn tombship is the sepulchre. The sepulchre destroys each ordnance marker (not waves) within 20 cm on a 4+. The sepulchre can also force a leadership test of one enemy ship within 20 cm. If the leadership test is failed, that ship suffers a permanent -1 to its leadership value for the game and cannot go on any special order, including Brace For Impact (BFI), until the end of the ship owner's next turn. For those facing against a Necron tombship, keep low leadership ships more than 20 cm away if possible or squadron them to maximize leadership values. In addition, since both the tombship and the line cruiser scythe are also armed with the star pulse generator, ordnance attacks should only be conducted within attack range so as not to leave ordnance markers on the table to be attacked.

In the end phase, Necron ships armed portals can make additional teleport attacks over the standard of 1 based on the number of portals they are armed with (3 for tombships, 2 for scythes and 1 for jackal escorts). The teleport attack restrictions of 10 cm range and no functional defensive shields remain in play but the restriction that the target must have less remaining hull points than the attacker is waved (though jackals can only attack ships with current hull points of 6 or less)


Tomb ship model by Asmodean GothiComp05 submission.


Against enemy shootings instead of shields Necron ships have saves, 4+ for tombships, 5+ for cruisers, and 6+ for escorts. In addition all Necron ships have an intrinsic all around armor of 6! Both of these make a Necron ship a very tough nut to crack. And if they have to go on Brace For Impact (BFI) their saves go to 2+ though this does reduce their armor to 4+. I have looked at this to determine whether it would be more effective to attack Necron ships with lances first, and then if they go on BFI and lower their armor to allow follow up batteries or ordnance attack to be more effective. It doesn't.

tomb ships gain nothing to brace against batteries; it stay at 3/36 per battery die
cruisers go from base of 4/36 to 3/36
escorts go from 5/36 to 3/36

against lances tomb ships go from base of 3/12 to 1/12 per lance die
cruisers go from base of 4/12 to 1/12
escorts go from base of 5/12 to 1/12


With a tomb ship, if batteries fire first, BFI really doesn't help so I would decide to brace based on the number of lance attacks. With a cruiser or escorts the gains of BFI against batteries fire is marginal, so I wouldn't brace if batteries fire first and again wait for the lance attacks. If lances fire first, I would decide on brace, which might later reduce ever so slightly battery attacks.
I am not sure it makes that much of a difference on analysis but I can see how firing batteries first might eek out a few additional hits. Thus when shooting against Necrons, I think it would be easier just to keep the usual order of batteries attack first, followed by lances.

The Necrons uses a different critical hit table which make them a bit more at risk for weapon failures and permanent leadership loss. This might be exploited by assault boats attacks and bombardment cannons, typical of Space Marine attacks. Also worth noting is that there are no Necron ordnance whatsoever; no torpedoes and no attack crafts. Necrons will use both turrets and the star pulse generator defensively in lieu of ordnance for defense or offense.

When choosing any fleet, the first question is what is your main stay ship class, battleship, cruisers, or escorts. As previously alluded to, there are no Necron carriers. One tomb ship battlship with a sepulchre is the same points as 2 scythes. Though a tomb ship has only 12 hits to the 2 scythes 16 hits total, its 4+ saves to the scythe 5+ saves make them fairly equivalent in durability. The tomb ship can field more lighting arc batteries but 2 scythes have more gauss particle whips and portals, and using 2 models will also extend the effective range and attacks of the star pulse generator. Given also that a tomb ship can only be taken for each scythes, it appears to me the scythe is the mainstay of the Necron fleet. The other Necron cruiser is a light cruiser with only 4 hits, only lighting arc batteries and 1 turret makes it a support vessel rather than a ship of the line. As a support vessel though it will grant the Necron player an additional +1 leadership (making the total modifier +2) for special order tests when there is an enemy ship on special order as well. Despite the 6+ armor the 6+ saves value for escorts make them the most vulnerable component of the Necron fleet. Of the two, the jackal is the superior escort as you get more for the points: 200 points with 4 jackal raiders get you 16 points of lightning arc batteries and a total of 8 teleport attacks that can be applied against ships with 6 hit points remaining whereas only 15 points of lightning arc batteries with 5 dirge raiders. I don't see the faster dirges make up the difference in value when compared to the jackal raider.

One last consideration. Necron capital ship destroyed but not a drifting hulk counts as twice its cost for Victory Points and thrice if destroyed and left as drifting hulk. More so than against other fleets, at least in VPs, it pays to concentrate your fire against Necron capital ships.

Cross Posted at Bell of Lost Souls