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Made in gb
On a Canoptek Spyder's Waiting List





Hi there, does enyone know how to defeat SM with Necrons ?

Black
You value power, ambition, and darkness. You love power at any cost, and are a corrupting influence on those around you. At your best, you are resourceful and unashamed. At your worst, you are parasitic and amoral. Your symbol is a skull. Your enemies are white and green
We come to harvest. to kill , we will leave nothing of you but ash  
   
Made in us
Fresh-Faced New User





Yes....Destoyers...but seriously I'm not a Necron expert but a buddy of mine always gives me a good run for my money and because of 3 units. Destoyers, The Monolith and The Deceiver. That 36" range is nothing to sneeze at, keep them at a good distance away from assault they can easily get sideshots at Vindicators and Predators which are side 11.

When The Monolith is not shooting its main cannon it should be teleporting Necrons that got stuck in assault out of it, leaving exposed marines that can be rapid-fired.

The Deceiver just keep him away from Sterguard and he should kill anything he touches.

Seriously though if this wasn't helpful search this forum for better tactical advice, a lot of good stuff to be read here.

 
   
Made in us
Loyal Necron Lychguard






Ya, destroyers, immortals and monoliths. That's about it. Other will say heavy destroyers, I disagree. it just comes down to what works for you and the situation. I rarely take a c'tan as it's a huge point sink, pariahs are just as much of a sink but they suck for the cost, flayed ones and wraiths are useless too. Well, wraiths are handy in large numbers but that's fewer destroyers you can take.
   
Made in us
Guard Heavy Weapon Crewman




San jose, CA

necrons are so cheesy it should be easy but space marines are cheesy too so use lots of warriors with a chessy res orb

1700 pts
2500 pts
1500 pts
900 pts
Take the Magic: The Gathering 'What Color Are You?' Quiz.

 
   
Made in gb
Regular Dakkanaut






Luckie177, you're cheesey.
   
Made in us
Hierarch




Pueblo, CO

pariahs and flayed ones, oddly enough, have an interesting synergy that's kinda fun to play, and make for a rather interesting anvil to your destroyer's hammer.

don't count them out just because they're a touch overpriced...

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in gb
Mad Gyrocopter Pilot




Scotland

Lots of warriors, Destroyers and a monolith. 1 normal lord with res orb and a destroyer lord working in tandem can work really well. Especially if you back him up with wraiths or flayed ones.
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Phase wrote:Hi there, does enyone know how to defeat SM with Necrons ?
You wait till the end of the year and hope a new codex comes out

   
Made in ca
Water-Caste Negotiator






Scarborough Ontario Canada

Ba Dum... Tish
   
Made in us
Dakka Veteran




San Diego, CA

Dronze wrote:pariahs and flayed ones, oddly enough, have an interesting synergy that's kinda fun to play, and make for a rather interesting anvil to your destroyer's hammer.


I'd like to hear more about that!

Bernard, float over here so I can punch you. 
   
Made in us
Loyal Necron Lychguard






Dronze wrote:pariahs and flayed ones, oddly enough, have an interesting synergy that's kinda fun to play, and make for a rather interesting anvil to your destroyer's hammer.

don't count them out just because they're a touch overpriced...


Gearhead wrote:
Dronze wrote:pariahs and flayed ones, oddly enough, have an interesting synergy that's kinda fun to play, and make for a rather interesting anvil to your destroyer's hammer.


I'd like to hear more about that!


Ya, I'm rather interested as well. And flayed ones aren't overpriced, they're the same cost as a regular warrior. They just have no shooting, one extra attack in CC (big deal), an ability that doesn't work most of the time and deepstrike/infiltrate that pretty much puts them right in the hornets nest and an easy target. Meh, I'll keep my 180 points for something else.

Pariahs are a priority target. Against MEQ they will always go second except against most terminators. With the prevalence of high str AP 3 or better weapons in a MEQ army, they will get taken out at the drop of a hat and with no necron rule, you just lost 36 pts to a 5 or 10 pt weapon upgrade on a scout. Maybe not quite that bad, but it's pretty close. For 360 points, you might as well take a C'tan instead of pariahs.
   
Made in us
Dakka Veteran




pariahs reduce LD to 7 within 12 inches. Flayed Ones make you take a LD check or only hit the Flayed Ones on 6s.

Remember that both are moving 6" with no fleet, Pariahs can't be teleported. It is a combo, but a poor one. Flayed Ones still have difficulty catching and killing things, and Pariahs are still expensive and get shot to death if they are a threat. Even with all of that, your opponent still has a ~60% chance of passing, and Fearless ignores it.

Field 20 warriors, the Deciever, a Monolith, and all the Destroyers you own for the EZ power list. Flayed One, Pariahs, Wraiths, and Tomb Spyders all suck. Scarabs are good for certain things, and Immortals are generally inferior to Destroyers unless you can put them in cover AND not get assaulted while you are there.

If you really want, I'll give a detailed rundown on each unit and why the units that suck, suck.

This message was edited 1 time. Last update was at 2010/06/16 05:09:49


 
   
Made in us
Loyal Necron Lychguard






The only thing immortals don't have over destroyers is the str 6 weapon, the range and the movement. But they have the same toughness, the extra str on their weapon is nice but I'd take volume of fire over an extra point of str especially when it's a unit that is double the size (both for necron count and for WBB survivability) and almost half the points. Plus they're great as a pseudo retinue for a foot lord with the proper loadout (preferably an orb and gaze of flame at least).

Both units have the same exact change to glance any vehicle in the game as well, though through sheer volume of fire the immortals will be better at it. I wouldn't say immortals are inferior to destroyers, they're just different in some ways. But they're certainly the only other staple unit just about every necron list should include, IMHO.
   
Made in us
Foolproof Falcon Pilot






Well, the easiest way to beat as SM player as a Necron player is to drop a $20 on the floor, and when the SM player bends over to pick it up, smack him over the head with the hardback rulebook.....

Otherwise, you are really stuck with spamming immortals and/or destroyers, niether of which is really that great. Right now, Necrons are a "just for fun" army, with very few (if any) competitive options.

Unfortunately, since Necrons are on the very low end of competetivemess atm, I suggest shelving them until their new dex comes out, if you really hate losing.

   
Made in us
Loyal Necron Lychguard






I only lose about half the time against my friends black templar army and most of the time when I lose it's usually a very very close defeat. Well, really most of our games are very close either way, with the occasional CRUSHING defeat of my army or his.
   
Made in us
Dakka Veteran




Kevin949 wrote:The only thing immortals don't have over destroyers is the str 6 weapon, the range and the movement.


The defense rests. That's a LOT. Immortals put out a little more firepower for the points and can sit in cover. But range and movement are killer advantages in 5th.
   
Made in us
Hierarch




Pueblo, CO

Gearhead wrote:
Dronze wrote:pariahs and flayed ones, oddly enough, have an interesting synergy that's kinda fun to play, and make for a rather interesting anvil to your destroyer's hammer.


I'd like to hear more about that!


Pariahs are murder on transports, have the same weapon as Immortals, and, despite being a slow unit, are extraordinarily dangerous to things like termies or anything else that has a decent invulnerable save. Top this off with the fact that they have the LD7 aura, and you've got a unit that isn't so great on it's own, but gets interesting when backed up with flayed ones.



Flayed ones are a mediocre unit in assault, at best... but they have the ability to cause some major issues if left unchecked, and more to the point, include some fun little tricks that play on the Pariahs. Cover both squads with a monolith, and suddenly, not only are you dragging those flayed ones out of combat to chage back in, but you're wreaking havoc on morale.

It's a bit of a glass cannon, but for an anvil unit, it has the potential to be nothing shy of entirely devastating, but a bad round of rolling will crush you pretty severely.

As far as the pariahs being a priority target, though, they're not necrons, so they actually slip below the range of your softer necrons. the smart play is to force a phase out instead of trying to break the back of the hard kills. High priority targets against Necrons would be anything with the "Necron" special rule, then monoliths, then the C'Tan, and THEN anything else. Besides, even if they do draw fire, that's weaponry not being put out towards things that actually count toward phase out....

Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful 
   
Made in us
Loyal Necron Lychguard






The Grog wrote:
Kevin949 wrote:The only thing immortals don't have over destroyers is the str 6 weapon, the range and the movement.


The defense rests. That's a LOT. Immortals put out a little more firepower for the points and can sit in cover. But range and movement are killer advantages in 5th.


I understand that, but it doesn't really matter if you wound on a two or three when you can't get past the armor save anyway. And I'd much rather take eight more 3+ shots instead of eight less 2+ shots. Plus, immortals can be just as mobile as destroyers, if not more so because they can get teleported through a lith up to 18" away and still move and shoot. the destroyers can't go more than 12" without sacrificing shooting. Yes, they can get teleported too. Just like they can get veiled all the same as the immortals. Again though, if you go flat out with the destroyers, you sacrifice those shots.

Just saying, it's a trade off. Don't get me wrong, I'm not discounting destroyers. I just don't want people to write off immortals either.
   
Made in gb
On a Canoptek Spyder's Waiting List





Wraiths ( I have limited knowledge I know but Im a good tactician even though I only played one game( chess you see) ) are a killer when there is a ot of cover. I can just imagine Iperial Guardsmen cowering behind a building to escape from the scary Necrons when pop comes a few wraiths through a wall. plus wraiths have ( quoting ) claws AND a barbed tail so dont they get an extra attack? that would give them 5 attacks at s 6 and movement 12 inches that cant be ignored even by SM

Black
You value power, ambition, and darkness. You love power at any cost, and are a corrupting influence on those around you. At your best, you are resourceful and unashamed. At your worst, you are parasitic and amoral. Your symbol is a skull. Your enemies are white and green
We come to harvest. to kill , we will leave nothing of you but ash  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

On paper you would be right, SCARY!

But the problem with both your examples are, IG usually come in blobs, and loosing less then 5 guardsmen a turn is laughable, same with any other horde army. And SM have a 3+ save, so they too wouldnt be very scared of the wraiths. Also pointing out, that your using a valued fast attack slot to buy a 41pt mini, when for 9 points more you can take a destroyer, that moves just as fast, BUT has a Guass cannon.
   
Made in us
Loyal Necron Lychguard






Wraiths only have 3 attacks, their claws AND tail are factored into their stats. 4 on the charge. The small squad size is a joke and str 6 or 8 or 10 wouldn't matter because they're not power weapons or even rending and they're still T4 models. Easy to deny WBB with only 1 wound. I'd rather take scarabs with their 40 attacks on the charge and 3 wounds per base squad size 10 at a fraction of the cost. And they too ignore cover for the purpose of assaulting, not that it matters since they have a low initiative.

This message was edited 1 time. Last update was at 2010/06/16 22:33:45


 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Scarabs are PERFECT for screwing up SM tactics. They are super fast, and they are so numerous, they just clog up a SM unit. The beauty part is, it takes forever for a SM unit to either kill them, or get un lucky and die. My nephew has used them perfectly many times against the SM player we have. Use them to tie up certain units, and the rest of your army can hammer on the important stuff.
Its great
   
Made in us
Dakka Veteran




Dronze wrote:
Pariahs are murder on transports, have the same weapon as Immortals, and, despite being a slow unit, are extraordinarily dangerous to things like termies or anything else that has a decent invulnerable save. Top this off with the fact that they have the LD7 aura, and you've got a unit that isn't so great on it's own, but gets interesting when backed up with flayed ones.

Flayed ones are a mediocre unit in assault, at best... but they have the ability to cause some major issues if left unchecked, and more to the point, include some fun little tricks that play on the Pariahs. Cover both squads with a monolith, and suddenly, not only are you dragging those flayed ones out of combat to chage back in, but you're wreaking havoc on morale.

It's a bit of a glass cannon, but for an anvil unit, it has the potential to be nothing shy of entirely devastating, but a bad round of rolling will crush you pretty severely.

As far as the pariahs being a priority target, though, they're not necrons, so they actually slip below the range of your softer necrons. the smart play is to force a phase out instead of trying to break the back of the hard kills. High priority targets against Necrons would be anything with the "Necron" special rule, then monoliths, then the C'Tan, and THEN anything else. Besides, even if they do draw fire, that's weaponry not being put out towards things that actually count toward phase out....


Warscythe or no Warscythe, they still only have one attack at WS 4 I 4. Remember that the Flayed One rule only counts when attacking the Flayed Ones themselves. If you have another unit, like Pariahs, present they can attack that unit with no penalty. And that both units are footsloggers without fleet.

If your Pariahs prove to be a threat, they will be killed. They aren't that tough. They don't have 2+, or Storm Shields, or ablative wounds, or FNP. Shooting targets things that are not warriors first, warriors second. I'd be more than happy to shoot your 3+sv 36 point models if I think my faster, more dangerous melee units can't simply kill them on the charge or would rather just ignore them and go after other targets.

250 points in Destroyers gets you 15 6/4 36" shots and 2.78 MEQ casualties. 252 points in Immortals gets you 18 5/4 24" shots and 2.67 MEQ casualties. The Immortals are tougher (more wounds) and slightly better at shooting AV 12+ or GEQs, in exchange for being vastly slower and shorter ranged. Every form of mobility that could be used on Immortals also applies to Destroyers, plus turboboost contest moves that win games.

This message was edited 3 times. Last update was at 2010/06/17 04:52:01


 
   
Made in us
Loyal Necron Lychguard






You know the flayed ones don't have warscythes and the pariahs don't have I4, right?
   
Made in us
Dakka Veteran




Huh, Pariahs are only I3. I had forgotten that, I've literally never fielded them.

Makes then even worse than I thought. Almost any form of marine trashes them at I3, including their preferred Terminator target if there are 1-2 LC models mixed in.
   
Made in us
Obergefreiter




USA

Two Destroyer Lords with Warscyth and Res Orb
30 Warriors in squads of 10
9 Wraiths
6 Heavy Destroyers


I have seen this list in play many a time and even ran it once or twice and it destroys almost anything thrown at it.

H.B.M.C. wrote:My aunt had that hairstyle for years, so whenever I saw a Sister of Battle army it just looked like rows and rows of my aunt.

Very weird.
 
   
Made in gb
On a Canoptek Spyder's Waiting List





soon ( well , in the holidays) I will have to play a battle, 2 SM players + 1 IG player against my team of 1 chaos 1 Tyranid and 2 Necron . Each team gets 5000 pts to spend on anything and the compulsory is 1 troop. Its spear head and in the new spear head you can use super heavy tanks ( really you can ) so the enemy is playing a nearly all tank army with 2 stormlords and a Banehammer , we have no super heavies at all and only 3 monoliths . I know we are screwed but at least can you tell me how to win honourably. ( include any Necron model apart from super heavy tanks as I have a preety large sum of money just I dont know what to spend it on

Black
You value power, ambition, and darkness. You love power at any cost, and are a corrupting influence on those around you. At your best, you are resourceful and unashamed. At your worst, you are parasitic and amoral. Your symbol is a skull. Your enemies are white and green
We come to harvest. to kill , we will leave nothing of you but ash  
   
Made in us
Loyal Necron Lychguard






The Grog wrote:Huh, Pariahs are only I3. I had forgotten that, I've literally never fielded them.

Makes then even worse than I thought. Almost any form of marine trashes them at I3, including their preferred Terminator target if there are 1-2 LC models mixed in.


Ya, same here. I bought them because they looked cool on paper. But everytime I've fielded them they're just a target for every Str7+ weapon out there.


Automatically Appended Next Post:
Phase wrote:soon ( well , in the holidays) I will have to play a battle, 2 SM players + 1 IG player against my team of 1 chaos 1 Tyranid and 2 Necron . Each team gets 5000 pts to spend on anything and the compulsory is 1 troop. Its spear head and in the new spear head you can use super heavy tanks ( really you can ) so the enemy is playing a nearly all tank army with 2 stormlords and a Banehammer , we have no super heavies at all and only 3 monoliths . I know we are screwed but at least can you tell me how to win honourably. ( include any Necron model apart from super heavy tanks as I have a preety large sum of money just I dont know what to spend it on


Ya, but what sucks about the superheavy spearhead is you have to take a pen shot right before the first turn starts and that tank may go bye-bye before the game even starts. It's a big gamble.

This message was edited 1 time. Last update was at 2010/06/17 16:59:30


 
   
Made in au
Lady of the Lake






Use the Monoliths in a formation for the Spearhead game? Armoured would give them all a 5+ save all the time. Tank Hunter would give them all the Tank Hunters rule. Archeotech gives +1 S to all weapons on each in the formation, but if they shoot they have to roll a D6 on a 1 it's a penetrating hit, 2 glancing and 3+ nothing. I'd expect the Flux arc to become pretty useful with the last formation. The first simply helping a bit with those Super Heavies.

Tank Hunter would also help against the Super Heavies. But maybe use all three formations in the team and give the Monoliths the Archeotech formation so as to help with the anti-Infantry but also provide a better punch to enemy vehicles when needed.


Automatically Appended Next Post:
Also I guess use the Deciever and reposition those Super Heavies and generally mess around with the enemy's plans.

This message was edited 1 time. Last update was at 2010/06/17 17:19:47


   
Made in us
Loyal Necron Lychguard






The best thing about spearhead for monoliths is you can fire the flux arc and whip in the same turn (while within the 4" of each other and all that), or fire the whip twice. With three monoliths that's 6 whips a turn. That's pretty brutal. Heck, even firing the flux arcs twice per monolith is 2d6 shots at every target wtihin 12".

The +1 str thing I don't think is worth it through because it's not the strength that hurts the flux arcs, it's the AP. Same for the whip, it would be nice if it was AP 2 but probably a bit OP at that point. Especially not worth the risk of the pen/glance as then you're taking away a big benefit of the monolith not being able to get pen'd or glanced easily.

And personally, I'd take the 5+ invul save for the vehicles. Make your monolith nigh unkillable.
   
 
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