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![[Post New]](/s/i/i.gif) 2007/09/15 02:45:10
Subject: Help! I'm a Necron Newbie and need some advise...
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Yes, it might seem a little strange that I would be asking for help, but I have just started up a Necron army and only have a basic grasp of what to do with them. I'm basing my army around four 'wings', each wing containing a different part of the Necron army and centred around a specific Lord and a Monolith. So I hope to have: Wing 1: Lord w/Staff Immortals X3 Warriors X2 Wraiths X3-6 Monolith Wing 2: Lord w/Destroyer Body Warriors X2 Destroyers X2 Heavy Destroyers X2 Monolith Wing 3: Lord w/Scythe Paraiahs X2-3 Flayed Ones X2 Monolith Wing 4: Lord w/Res Orb (the new model) Scarabs X2-3 Tomb Spyders X4-6 Monolith Yes, not all of these wings conform to the FOC, but the structure above is more of a fluff thing, and from that I could take any army. I've been reading what I can about the Necrons, and with a few games I've played with them (not recently mind you), I have a basic understanding of how they work. I also have my extensive knowledge with the other races in 40K to give me a basis for any MathHammer stats I run on the Necron units. Anyway, even with that I still need a little help. This is what I own so far: Lord w/Warscythe Lord w/Staff (the Ltd. Ed. one from the Army Box I found on eBay) Lord w/Res Orb (on pre-order from Maelstrom games in the UK) 5 Immortals 54 Warriors 16 Scarab Swarms 12 Destroyers (6 of them are unbuilt, so I intend to make four of them into Heavy Destroyers) 2 Wraiths 2 Tomb Spyders 4 Monoliths (two Necron Phalanx's on pre-order from Maelstrom games) I'm attempting to win a bunch of Immortals on eBay, so if I'm lucky that number may go from 5 to 29 overnight. [EDIT]: Err... I meant 'advice'. Oops... BYE
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![[Post New]](/s/i/i.gif) 2007/09/15 03:18:50
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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[DCM]
Tilter at Windmills
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Lord with Orb. Keep Warrior and Immortal squads in range of him. Use Destroyers and teleporting for mobility. Since you can't hide the destroyers behind an impenetrable phalanx of warriors like you could prior to 2004, they need to use terrain and limit return fire. Keep teleport support in range to get your guys out of HtH. Rapidfire the bejesus out of everything. Large squads of Swarms and/or Wraiths are great for tying up enemy infantry-based shooters and even killing them if their model count isn't too high. Awesome: Lord with Orb, Lord w/veil & orb, Lord with Destroyer body & Orb, warriors, immortals, monoliths, Still strong but not ridiculous: Other Lords, Scarab swarms, Destroyers, Heavy Destroyers, Wraiths Decent and usable in a tournament army if you cover your bases with the above: Tomb Spiders, Flayed Ones Utter crap: Pariahs
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Adepticon 2015: Team Tourney Best Imperial Team- Team Ironguts, Adepticon 2014: Team Tourney 6th/120, Best Imperial Team- Cold Steel Mercs 2, 40k Championship Qualifier ~25/226
More 2010-2014 GT/Major RTT Record (W/L/D) -- CSM: 78-20-9 // SW: 8-1-2 (Golden Ticket with SW), BA: 29-9-4 6th Ed GT & RTT Record (W/L/D) -- CSM: 36-12-2 // BA: 11-4-1 // SW: 1-1-1
DT:70S++++G(FAQ)M++B++I+Pw40k99#+D+++A+++/sWD105R+++T(T)DM+++++
A better way to score Sportsmanship in tournaments
The 40K Rulebook & Codex FAQs. You should have these bookmarked if you play this game.
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Maelstrom's Edge! |
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![[Post New]](/s/i/i.gif) 2007/09/15 09:29:02
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Perfect Shot Black Templar Predator Pilot
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I'd say the stuff you have to pull from looks pretty good. Just a few notes regarding your ideas:
Pariahs are garbage. It's an Immortal that costs 8 points more, basically. It has an extra point of Strength (5), makes enemy units within 12" a max of Ld7, and is Initiative 3. It also has a weapon that ignores all saves; great. However, the two downsides (which are huge, and ultimately outweigh any potential benefit this unit may bring you) are that A), it only has one attack in CC, making its warscythe worthless, and B), IT DOES NOT BENEFIT FROM WBB. Consequently, it doesn't help increase your phase out limit, resulting in an incredibly expensive unit that can be matched in shooting by their cheaper counterpart, the Immortal. I cannot think of a good reason to ever take these guys, with the exception of a throwaway (an expensive and unwise throwaway) unit against TMCs. The In.3 will allow them to strike first/simultaneously with Carnifexes, and their warscythes will make short work of them in CC. But then again, that's the only situation I can think of where taking Pariahs over Immortals is feasible.
Wraiths are not a very good way to spend your points, in my experience. Sure, they're initiative 6 with 3 strength 6 attacks in CC and a 3+ Invulnerable save (plus Wraithflight, Jetbike, and all those other goodies), but when it comes down to it, there are two major weaknesses the Wraith has that doesn't let it compete. A), despite its invulnerable save and its other survival aides (wraithflight in particular), Wraiths are still only a T4, 1W creature. They can be blown away by bolter fire in the last leg of their run towards the enemy lines, and since they come in a maximum squad size of 3, it isn't that difficult to render them useless by denying WBB. Coupled with the fact that they are competing for an FOC slot with Destroyers (which are only 9 points more), they are not worth taking.
You also might want to consider a Destroyer Lord for smaller games. Slapping a Warscythe on him and boosting him up the field behind a Scarab wall is brutal, and his T6 means that once he's in Assault, he'll be sticking around for awhile against all but the best CC armies. I've seen this done in ~750pts games, and it is an absolute slaughter against Tau, Imperial Guard, and weak CC armies.
I'd hold off on Tomb Spyders unless you're playing a game where you need to split your forces. That way, if one squad of Warriors dies out of WBB range, then the Spyder can hang out behind them and make sure they still get a chance to stand up. The only downside to them is that they are a T6 2W 3+ Monstrous Creature that can be targeted outside the normal Target Priority restrictions, meaning that it will not be difficult to take them down at the 1000+ pts level (which I would assume would be the minimum points level for a game where you needed to take your Warriors out of WBB range of one another.
Other than that, I agree with Mannahnin's assessment. Good luck with it, I'll be interested to hear which direction you take the army.
CK
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"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill
Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) |
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![[Post New]](/s/i/i.gif) 2007/09/15 11:58:20
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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I understand that Pariahs suck - the 1 attack just makes them terrible at everything, and they're overpriced. I'm getting them for fluff reasons however, same as the Wraiths (who, like Lictors, just can't kill enough and are two fragile to justify their existance). In the BatRep forum there's an interesting tournament report from someone who brought 9 Tomb Spyders, 20 something Scarab bases, and a few other odds and ends. They used the Spyders as a solid LOS blocking wall, spent a few turns building more Scarab bases (about 2 per Spyder), whilst the other 20 or so bases slammed into the enemy's front line. By the time they enemy had dug themselves out of 60 T3 wounds, the Spyders and another 18 Scarab bases would hit them. It seemed like an interesting idea. BYE
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![[Post New]](/s/i/i.gif) 2007/09/15 14:08:51
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Krazed Killa Kan
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I'm also going through and learning them as I also kind of came into the army.
Basically you pick what you want to do with a list, which basically means you're going to go heavy on 1 of 3 things, competitively, or 4-5 things if you just want to have fun:
1.) Warriors 2.) Immortals 3.) Destroyers
4.) Flayed Ones 5.) Wraiths
I've been running a list that's Warriors, 1 unit of Immortals, 2 units of Destroyers, and a Lith with some extra support. I'm finding the Immortals aren't worth it, since if they get focus fired on, they die and are gone. So you need multiple units in order to get that WBB and keep things moving. Plus if something like a pie plate hits them, BAM, gone.
So if you're going to do Immortals, you better go Gung Ho on them and take the Warriors and then stay away from the other expensive stuff.
That pretty much goes for whatever else you want to do, Destroyers, Flayed Ones, Wraiths, all of them basically need multiple units of them to work, other wise canny opponents will make you pay.
The last thing is Warriors. Lots of Warriors with Monoliths to support them are awesome. Seriously they are a lot of fun and they work really well when teleporting all around via Liths and a Veil. 2 Monoliths, Warriors, Veil/Orb Lord, and maybe some scarabs, and you've got a sold, mobile list.
The sad part is that an army made of mish-mashed Necron units (ie one of everything) just doesn't work well, so per army list you don't get a whole lot of variety, but you can make themed lists (and switch between them, for variety) that focus on a unit and run with it.
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![[Post New]](/s/i/i.gif) 2007/09/15 22:33:41
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Been Around the Block
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Corpsman is definately right about wraiths and pariahs being hard to justify/use when points are tight. However you said some of your choices were done for fluff reasons so here are a few more uses for them. Pariahs - Can do ok as a counter charge where the additional attack really helps with their nasty warscythes. Also if you want to be sneaky put them with several groups of warriors and tell your opponent that pariahs do not count towards phase out (truth). Since a pariah's shooting is nothing earthshaking your opponent might ignore them in favor of going for phase out. Wraiths - When you absolutely need to stop a monstrous creature from charging your lines. Wraith's invuln save can give you a precious turn or two breathing space against dreadnaughts and monstrous creatures. However they certainly won't win the fight and are an expensive way to delay dealing with something.
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Never allow yourself to life in fear, for if you do, you are not truly alive. |
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![[Post New]](/s/i/i.gif) 2007/09/15 23:44:12
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Foul Dwimmerlaik
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in 4th ed, never EVER build scarabs with spyders. The mixed toughness rules makes spyders into stupid things that die like grots. Not to mention potentially getting wounded by making a swarm... Scarabs are awesome, but never use them with spyders. (I understand you have your own ruleset going, but have no idea on how you deal with mixed toughness in a unit, but the most recent rules for such make spyders impotent in this regard) Unfortunately for necrons to be really strong, it is necessary to spam units. Moreso than any other army in 40K. This is simply due to lack of alternatives. Do you like immortals? (who doesn't?) take 3 units. Do you like warriors? 40-60 minimum etc. Like your idea of a huge amount of spyders. If you're gonna take them, go balls out. Its not to say that surgical elements that operate outside of the phalanx structure wont be ideal. its just difficult to use those elements in all comers lists. I am assuming alot of this will be for apocalypse play style. if so then it will be a blast for your opponents to see units no one ever takes because they are simply piss-poor alternatives to the basis of a strong necron army. Warriors, immortals, lord with orbs, scarabs, monoliths.
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![[Post New]](/s/i/i.gif) 2007/09/17 05:29:41
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Dakka Veteran
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In defense of Wraiths. A single wraith costs 41 points and can claim or contest an objective. It can hide the entire game much like Marine players use speeders and claim at the last turn. Necrons lack low cost scoring units. This is the best one available.
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![[Post New]](/s/i/i.gif) 2007/09/17 05:52:13
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Longtime Dakkanaut
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Alright. Necron armies have a bunch of flavors, here are the competitive ones I've seen:
1. VP denial crons:
Big units of warriors, Lords w/res orbs (1 veil), monoliths, some kind of shooty something. The theme here is that the enemy's H2H points are wasted (you pull your guy out of combat with all your porting abilities), their light anti-tank is wasted (monolith's scoff, warriors get 2 WBB chances with the lith alive), etc. You let them batter themselves to death on your brick.
2. Shooty-crons
Immortals and Destroyers + mandatory core. Nothing in the game can outshoot the Necrons in the mid range, the math simply doesn't work. Destroyers and Immortals are too mobile to be kept out of the midrange. You simply hang out at 21-24 inches with immortals and 31-36 inches with destroyers and blow the enemy away. It is mandatory to stay out of assault with this list, but that is rarely hard, as the enemy would need several extremely resilient blitzers to make it into close combat against the blizzard of firepower you are putting out.
3. Drop pod Crons:
Warrior units and a ROVOD lord, and 3 monoliths. Round one you sit behind cover, then the monoliths stard dropping in the enemy lines and spitting warrior units out to rapid fire. Veil your warriors over to join the party. The enemy has to choose between dealing with the tank shocking gauss fluxing armor 14 monstrosities in their midst and dealing with the phalanxes of warriors getting 2 WBB each. More of a gimmick list than the real thing (reserve rolls FTL), but some armies have literally no way to handle this sort of nonsense, and it becomes a VP denial list if things don't go well.
4. Scarab Swarms:
Max out your fast attack with scarabs, and send them flying over to eat enemy infantry. If the enemy spends their entire round shooting at the turbo boosted scarabs they will usually kill between 10 and 20 bases (in my experience, although a few IG armies have gotten then all) The remainder of the scarabs eats their tactical infantry. Necrons handle the assault portion. This is basically a shooty cron list with the destroyers removed and scarabs substituted.
5. Flying Circus:
Max out Destroyers and Heavy Destroyers, and torment the opponent from 36 inches. With the mobility and firepower your jetbikes pack the enemy will have a tough time dealing with them. This is the only list I've ever used that can reliably defeat Nidzilla/stealer shock. Never let the enemy get close, its alright to sacrifice shooting for not taking shooting. The way to win is to use your mobility to engage on your own terms.
General Necron stuff (just copied from a tactica I posted on another site:
HQ: Only one HQ choice. Necron HQ choices are suboptimal point expenditures for anything except preventing enemy assault, which can be accomplished with one choice.
The following meet with my approval:
Lord w/Veil of Darkness Deceiver
The following are not, to my mind, optimal, but they fulfill a defined role.
Lord w/Destroyer Body + CC wargear Nightbringer
Elites: Flayed Ones may be deployed in minimum sized units, strictly for table quarters claiming/objective contesting. Immortals may be deployed in 5's or 10's, but should always be deployed in at least a pair of units. (IE, 2 units of 5 rather than one of ten) 4 Pariahs may be substituted for a 5 man Immortal squad provided that this still leaves either 2 or 0 Immortal units.
Troops: Warriors are suboptimal expenditures compared to Elites/Fast Attack/Heavy Support, stick with the mandatory 20 in 2 units of 10. Exceptions can be made to this rule if Monoliths are supporting them and the scheme is VP denial, but in general my preference is always to the more fast/long range gauss weaponry.
Fast Attack: Fast Attack is the best Necron section, and every list should fill all 3 Fast Attack slots.
Destroyers: Destroyers may be used in any numbers, so long as there are 2 or 3 units of them. Wraiths: I don't like wraiths, instead I prefer Scarabs, but if they MUST be used they should be deployed in great numbers, as many units as possible. Wraiths also benefit from the presence of the Destroyer Lord. Scarabs: Scarabs should be deployed in vast numbers, ideally 10+ swarms. Their proper use is the destruction of enemy tactical infantry/assault infantry.
Heavy Support: The Necron heavy support section contains a number of good units, none as good as the Golden Trinity, but each a solid contender in its own right. Heavy Support should be skimped on unless it is the focus of the list.
Monolith: This is one of the few units that works just fine solo, multiple monoliths are also allowed, but you shouldn't have more monoliths than you have 10 man infantry squads (either warriors or immortals) Tomb Spyders: I'm a huge Tomb Spyder fan, but it only really belongs in a static list (ie, if you've been obeying me about the elite/fast attack slots you've got a list that doesn't need my favorite unit. Doh) A side note is that I've been experimenting with Tomb Spyders for some time, and I've concluded that making Scarabs whenever possible is beneficial, while particle projectors are not. Heavy Destroyers: These should be deployed in 1's unless all slots are filled, and should remain within 6" of each other at all times. As with all Necron units, don't ever have a solo Heavy D choice.
General stuff:
Immortals, Destroyers and Scarabs are perfect units, and may be taken fearlessly into any battle. I've just added the Deceiver to this group, which officially changes it from the Golden Trinity to the Golden Quad. Warriors beyond mandatory, Tomb Spyders, Monoliths, Heavy Destroyers, Lords, are solid units to bring against specific foes that they work well on. Flayed Ones, Pariahs, Destroyer Lords, Nightbringer, Wraiths are units whose job can be done better by other units, and which don't have my recommendation under just about any circumstances.
To previous posters:
On pariahs: I'll occasionally swap out 5 man Immortal unit for a 4 man pariah unit as drop pod insurance.
On wraiths: For the "I chill out and then jump out and score" unit I prefer a solo heavy D. He's a little more expensive but he occupies a slot of lesser value, and if the game isn't going right he can jump out and use the lascannon at an opportune moment.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2007/09/17 10:46:16
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Rampaging Carnifex
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40ke - thanks for bringing some serious Necron thinking to the forum. I've praised them a lot for a while and no one here's ever believed me about the awesomeness.
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![[Post New]](/s/i/i.gif) 2007/09/17 15:06:25
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Krazed Killa Kan
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The biggest Necron flaw is that in their best list your Elites selection alone costs $300.
I'd switch from using mainly destroyers for support to Immortals if I could afford that kind of outlay. Sadly I don't think I could build that kind of list and still retain the ability to procreate; Mrs. Voodoo would see the credit card bill eventually.
Still a Destroyer-support based list can be very effective. One person did fairly well at the Vegas GT with an army that was:
Deciever Lord - Orb/Veil 20 Warriors 10 Destroyers (2x5) 6 Heavy Destroyers (2x3)
That's 1750 on the dot no less, and I think it can take Zilla.
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![[Post New]](/s/i/i.gif) 2007/09/17 17:29:28
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Been Around the Block
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Depending on the army and whether you have points to spare you might want to consider putting disruption fields on the scarabs. Nothing is funnier than watching scarabs eat a leman russ.
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Never allow yourself to life in fear, for if you do, you are not truly alive. |
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![[Post New]](/s/i/i.gif) 2007/09/17 18:11:49
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Longtime Dakkanaut
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I don't like disruption fields on scarabs, for a few reasons.
1. Gauss deals with vehicles just fine. Scarabs are a turn 2 charge, Immortals are turn 2 fire against vehicles hugging the back boarder. Both will sort out any vehicle. The immortals, however, can't take down shooty infantry as well as the scarabs can. The scarabs should do what they do best (eat tac infantry) and leave the tank busting to the gauss.
2. Dead tank = dead scarabs. The opponent should have to earn dead scarabs. Every round they should be either A. turbo boosting, B. locked in combat or C. Getting great cover saves. Unless the vehicle is in terrain (unlikely due to auto-immobilization rules) your scarabs are most likely chilling in the open, with just their 5+ saves to protect them.
3. Losing the cheapness. While they are still affordable at price with disruption fields, part of the appeal of scarabs is knowing that the entire 90 wound mass is as expensive as 20 warriors. Putting bells and whistles on them dilutes your point advantage. Remember that the Fast Attack slot is the best points you will spend in a Necron list.
4. Not all enemy lists have vehicles/t > 7 models, and even those that do rarely have many. Against many enemies you have just payed the equivalent of an entire extra 10 base swarm for almost no utility. Can you think of a list with no shooty infantry at all, and does that list stand any chance before a Neron gun line? There are a bunch of lists on the army list page. Go to each of them and see how many juicy disruption field targets there are.
So that's my reasoning. I'm in no way denying that DF scarabs are excellent tank hunters, I just don't think we can afford to let them off tac infantry hunting duty to take care of something our basic troopers have handled.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2007/09/17 22:23:18
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Been Around the Block
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Heh this is what I like about this game, completely different ways to use even the least customizable army. 1. I agree gauss deals pretty well with vehicles it's just that in my area I fight a fair amount of horde armies; horde SM, speedfreaks, and nids (although that guy is currently modding his list for Nidzilla). Usually I'm needing my immortals to shoot at all the warm bodies around me. 2. I use a smaller unit of scarabs with the disruption field (between 5-8 bases in the unit) so if I lose them destroying a tank it isn't that big a deal. I try to use the tank as cover as much as possible (before and after I destroy it), which allows the scarabs to last longer. 3. Yeah no way to get around that but I usually consider scarabs as my point sink area after getting the other stuff (immortals, destroyers, etc..). However on table quarters missions I've had this non-scoring unit eat a tank that would have been a scoring unit more than once. 4. Not all of them do of course, but even the horde armies usually have a couple vehicles or T7+ units and they are usually the hardest to get to. I need an alternative to veiling a unit over to the tank if the unit is hidden/far away. Usually my lord has to stay near the center mass of my necrons for rez orb benefits (yeah I know I need to get another lord) Anyways I agree that scarabs are an excellent way to eat a tac squads and their equivalents but there should be some thought to letting them chew on a tank or carnifex or two. Might be the only case where you ever like roaches
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Never allow yourself to life in fear, for if you do, you are not truly alive. |
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![[Post New]](/s/i/i.gif) 2007/09/20 11:56:54
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Been Around the Block
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I'm going to echo the pariah and wraith sentiments. Pariahs just don't DO very much for their cost and slot competition. Especially since you can't easily screen them anymore, so they represent a similar situation to IG lascannon HW squads. Potentially dangerous, but a lot of points on a pretty fragile chassis which in turn makes them a really nice target. Wraiths are, well, a CC unit with no way to ignore armor saves. They could be useful if it weren't 1-3 a slot, as 3 wraiths will take a while to kill a normal tac squad much less a real CC unit. If it were 1-6 they might be good, as 5-6 wraiths represent enough attacks to cripple most anything on I6, but spending 2 FA slots for that just isn't worth it. One wrath could be a decent scoring unit if you have a FA available though. Flayed Ones are a footslogging CC unit with no guns and no way to ignore armor. Same problem almost all Necron CC has, no way to punch armor. They tend to get the same result as somebody trying to march a Marine Assault squad into CC after taking the option to remove the jump pack unless you are going to play Portal games, and then the Monolith has to get pretty close. Warriors and Immortals are the core of the army. Warriors are better at points denial, immortals at killing things. Not much more to be said. Heavy Ds are pretty much your only way to deal with 2+ saves or high T targets. Normal Ds do a passable job on termis, but trying to plink through a Wraithlord or a 2+ TMC is resource intensive and inefficient. You can try to use dfield Scarabs instead, but I've always had my doubts about this. They do OK on stationary vehicles, but they are unlikely to do much more than annoy anything with an armor save and you can do that with normal scarabs instead. Pretty much every Lord should have a Rez Orb. Staff or Scythe is up in the air, as a Lord is not going to win against most combat ICs with a save, scythe or not, but the scythe has benefits occasionally . Just about every army should have a Veil, it's just too good. Lords are also one of your best countercharge units. The phase shifter and destroyer body are nice, just about all the other wargear is junk. Lords tend to look alike. Foot lords tend to feature a Veil + Orb, Dlords tend to feature shifter + orb. Spyders are good in CC if supported with something to tie up fists, but not good for much else. It's not that hard to arrange casualties to preserve WBB rolls unless you have some far-flung flanking unit. If you do have a flanking unit, tethering it to a spyder's 6" move will often defeat the purpose of flanking with it. I've always believed in teleporting for a flank. Scarabs are really good, but have problems against lists capable of hurting Mech Eldar. Anything efficient at hurting falcons is also good against scarabs. I've generally seen two different schools of Necron army. Footsloggers, which are differentiated by the warrior/immortal ratio, and mobile. Footslogging Necrons featuring lots of immortals play aggressive, warrior heavy armies play points denial. Both usually feature a Monolith, either to improve points denial or make the immortals last a bit longer. Mobile armies just cram every destroyer that can fit in the list, teleport an immortal unit around, and shoot. Most anti-necron tactics look alike. The Necrons shoot at you while making sure they don't get into too much CC, but the lack of HW means most of this fire is at 24" or less. The other side then tries to get more units in CC than the Necrons can teleport out while taking out Spyders, or they pray they can outshoot the Necrons and kill the Scarabs. I'd really like to see improvements to Pariahs, Flayed Ones, and Wraiths in the next codex, but god only knows when that will happen. Flayed Ones would be good if they didn't need Pariahs for the LD 7 aura, and Wraiths need bigger units or rending. I don't know how you'd fix Pariahs.
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![[Post New]](/s/i/i.gif) 2007/09/20 12:01:06
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Been Around the Block
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Oh yes, and much like IG you NEED duplicates of every unit that can WBB. The second somebody starts denying you WBB rolls wholesale on the 6" rule due to fancy tactics, concentrated fire, or a simple mistake is the second you usually start losing.
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![[Post New]](/s/i/i.gif) 2007/09/21 02:25:46
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Longtime Dakkanaut
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My #1 tip to playing Necrons is this:
Never let your infantry get in combat with enemies who's attacks ignore armor saves. Ever.
If you can avoid that scenario its hard to lose with the crons.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2007/09/21 04:15:39
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Rampaging Carnifex
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It's fine to let a squad of warriors get into CC if you've got an orb nearby, imho, particularly in the later turns of the game. A powerfist marine squad is going to have a hell of a time getting through a squad of 12 Necrons in 2 turns, and if they're tied up they're not doing damage to smaller, softer units like destroyers.
A tactic a pal of mine uses is to just get really aggressive with his warriors when people get close. If you're within 18", his warriors are moving up and double tapping you and letting you charge them (in cover if possible) with an orb Lord backing them up. (12 necrons vs a 3 attack powerfist and the 5 marines that are left after being doubletapped will not even go below half before the game ends). And you can of course monolith or veil them out.
Point of all this being, you can soak a turn or two of powerfists or flying Tyrant late game, as long as you can eventually get out of combat and aren't in danger of being outnumbered heavily, as long as you have an orb nearby.
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![[Post New]](/s/i/i.gif) 2007/09/21 05:35:24
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Longtime Dakkanaut
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I don't think its worth taking the chance of sweeping advance. Still, its a small chance, and you may be right.
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All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).
-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. |
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![[Post New]](/s/i/i.gif) 2007/09/21 08:57:38
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Rampaging Carnifex
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Two things you can do --
1) Remove in such a way that none of your guys are in base contact so that you always get to flee successfully 2) Make sure you keep 12 dudes in your squad (at least one - why i kinda advocate 12/10 instead of 10/10 if possible, so there's no way they can get the outnumber bonus - if you're rolling unmodified 10 it's a chance I'd be willing to take.
Basically if you can knock their 8 man squad down to 5 guys with rapid firing, and meter your range carefully, you can severely limit their counterattack to the point that it's valid. Reason being, you trade less than two necrons for the entire squad of marines if you do it right (you move up, rapid fire killing 2.67 marines, in exchange for 1.33-1.67 dead in assault, veil out and blast the rest of the squad.
The main reason to do it rather than standing still is if it's a) an assault squad, or b) you want to prevent them from getting at other troops, or both.
If it's an assault squad at <18", you have 3 choices -1) move in, rapid fire, get assaulted, 2) stand still, single shot, get assaulted, 3) walk away. the correct choice to make is whichever one gets you the most models in exchange for the fewest models, and that's option #1. option #3 doesn't cost you anything but doesn't gain you anything either, and allows the squad to consider taking on another target.
Anyway, that's enough random theoryhammer. Just take it under consideration that there are times when the right thing to do with your warriors is to let them get assaulted. 3+ then get back up at 18pts is an amazing assault model when it comes down to it (probably the best squad in the army other than scarabs or flayed ones to soak an assault, arguably better than either since they can blow up vehicles and also soak assaults really well).
Also, clever positioning can allow you to get your Lord in there safely - 3 power weapon attacks and the staff of light can do a lot toward thinning an assault squad out.
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![[Post New]](/s/i/i.gif) 2007/09/21 08:59:23
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Rampaging Carnifex
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Of course if it's an assault squad, it's a lot harder to control the range, but you can get in their way to the point that they are forced to attack you and not anything else - and getting the Lord in there may not be a valid move.
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![[Post New]](/s/i/i.gif) 2007/09/21 11:57:14
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Well my army has expanded a bit, and now sits at: 3 Necron Lords 20 Immortals 10 Pariahs 10 Flayed Ones 80 Warriors 2 Wraiths 22 Scarab Bases 8 Destroyers 4 Heavy Destroyers 5 Tomb Spyders 4 Monoliths All that took me two weeks and very little money on eBay ('cept for the Monoliths, which are the Apoc release boxed set of 2). I think I have a good start there. BYE
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![[Post New]](/s/i/i.gif) 2007/09/21 15:48:48
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Been Around the Block
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The problem with doubletapping and getting assaulted is that other assault units are generally closing in as well. Necron armies tend to start falling apart when you have more units in assault than you have teleport moves available. I believe casualty removal is one of the high arts of Necron play. That's a solid array of options. The only things left I'd suggest would be more immortals, destroyers, and scarab bases. 30 immortals, 30 bases, and 15 destroyers will encompass pretty much any conceivable tourney-quality list known. If you were only going to beef up one of those though, I'd buy scarabs (seperate if you can) first. They're so good with turbo boost.
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![[Post New]](/s/i/i.gif) 2007/10/07 11:53:04
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Squishy Squig
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My very first army was necron now i run ork, so i see a bunch of their flaws (mainly cuz i sold my old force to a buddy of mine and i Kill him relentlessly now  ) But I had a $90 battleforce and took 5 normal warriors, chopped their knees, took two flayers, and made a ....blaster? crap i forget the name of the immortal gun, but made a double barred shotgun style flayer thing. I also used a IG head to make into a res orb, and colored him in the same style as the showcase trophy winner in the middle of the codex, so he isn't unrecognizeable. I had a lord, 38 warriors, 5 immortals, 3 destroyers, a slot of 3 scarabs, another slot of 3 scarab swarms, and possibly another of 2 to tie up vehicles. It was $130 total because i ended up buying a box of warriors to go with it, but all of that was to say. YOU DON'T NEED OTHER UNITS!!!! Nor THREE DAM lords!!!!! The more warriors you got, the better you are off. I know all those other units are tempting, but avoid them all!!! believe me pound for pound (or point by point  ) warriors outclass EVERYTHING. My army was damn near unstoppable with a bunch of freaking Str 4 AP 5 gauss fire, rending through even the toughest of vehicles! just avoid Phase out, and your good.
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"So how is it your Warboss and 7 Nobs get 78 attacks and 17 powerfisties as well???" Actual Quote during a game.
"So, why is you pie plate Bassie annihilating 1/2 my orks in one hit???" Same game :O |
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![[Post New]](/s/i/i.gif) 2007/10/07 12:14:21
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Executing Exarch
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I think I would rather believe the other 90% of successful Necron players when they say that Immortals are where it's at, thanks much. And why wouldn't he need three Lords? It isn't as if he'll want to field the same two Lord configurations every time until the end of time.
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Wehrkind wrote:Sounds like a lot, but with a little practice I can do ~7-8 girls in 2-3 hours. Probably less if the cat and wife didn't want attention in that time. |
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![[Post New]](/s/i/i.gif) 2007/10/07 18:45:17
Subject: RE: Help! I'm a Necron Newbie and need some advise...
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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As it happens, all three of my Lords are different models. The one you can buy now, the one that's just about to come out, and the one that came in the Army Box. Now I just needs me a Destroyer Lord, and I'm done in that department. Also got another two Tomb Spyders. Heh. And the ebay auctions came with more than they said. Good for me! BYE
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