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Made in us
Longtime Dakkanaut





Eidolon wrote:
imweasel wrote:Necrons might be able to crush this list, but necrons are no longer viable in 5th ed.

I would discount any specific build that can beat this army.

Pepper is looking for more of an all-comers army to test against.


A lot of us have already provided him with our all comers builds, and what they could and couldnt do to beat him. And the necron list I posted is a fairly common necron one.


I guess more ideas are better than none. I guess if the mech ork list can't handle necrons...

Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.


I play  
   
Made in us
Regular Dakkanaut




Davicus wrote:

You seem contradictory to yourself. So are you hugging back at one corner or are your splitting your forces? You seem to have suggested both, changing your stance every now and then.


The fun thing about a game like this is that you don't have to play the exact same way twice... you can even adapt your strategy to combat your opponent's specific deployment and tactics! It's crazy, but worth trying at least once.

If you are splitting your forces, I am pretty sure the Necron player has 36 inch of range to the shorter side There is no need for the Necron player to try to shoot to the opposite corner. All he have to do is shoot the closest threat. If EVRYONE is more than 30 inches away, then there isnt really any harm moving up and breaking up the wall slightly. You don't seem to be a very flexible person when it comes to playing 40k...


The point of splitting up vs a "castle" that can't guard at all angles is that you only need one or two units to reach him. Necron shooting won't cripple EITHER flank in one turn, and after the necrons have committed to attacking one side or the other they're open to reprisal.

Half of the list in the first post can multi-charge and easily wreck a significant amount of necrons.

If Necrons hugging back is lame, then I don't know what to say about the ork player who does the same thing.


That they're both lame? The point is that it won't work out positively for the necrons. It's not fun, it won't win you games, so why do it? It's a pointless strategy.
   
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grankobot wrote:
The fun thing about a game like this is that you don't have to play the exact same way twice... you can even adapt your strategy to combat your opponent's specific deployment and tactics! It's crazy, but worth trying at least once.

"I'd start by throwing rock. Your turn."
"Well then I'd throw paper, which would make me the winner."
"Nuh uh, I really would have thrown scissors! I win!"

Which one is it? If your opponent can't respond with a valid tactic without you changing the original tactic, I don't think anyone can ever argue with you logically.
   
Made in sg
Regular Dakkanaut





Gorkamorka wrote:
Which one is it? If your opponent can't respond with a valid tactic without you changing the original tactic, I don't think anyone can ever argue with you logically.


LOL, thats precisely the point, which is why it is such a waste of time talking to him.

And btw, 2 monoliths will wall off entirely a corner. I don't even know what is he talking about. Nvm, maybe he cant picture what is really going on, or really isnt playing 40k, or even both.

This message was edited 2 times. Last update was at 2009/12/22 05:51:23


 
   
Made in us
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Changing your throw in rock paper scissors is not the same thing as reacting to your opponent's deployment. If the necrons go first and castle in a corner, you deploy in the opposite corner. If you deploy first and go on the flanks (or anywhere!) and the necrons push down the middle, you have the speed to adapt to that. That's one of the strengths of a mechanized army.

You guys are arguing for the sake of being argumentative. Who's the troll now? :/

This message was edited 1 time. Last update was at 2009/12/22 05:52:33


 
   
Made in sg
Regular Dakkanaut





Like I already said, the necron player will just have to consistently be away from YOUR nearest threat for 30-36inch, moving back OR forth depending on whether YOU move back or forth, and shoot at YOUR nearest threat. No matter how fast the orks are, they don't have a 30 inch assault threat range. No wonder Orkish gave up, you don't even seem to be following the discussion.

Maybe you are right. WE GUYS - including everyone else who have given up talking to you, should give up trying to teach a cow appreciate music.
   
Made in us
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lol, I'm going to give this one last try. Here's the premise - 2 groups of trukks + 1 BW, one on either side. You in the middle. Your plan - put out enough shooting to keep the nearest threat at arm's length. Your idea is that since the orks can't cross the gap, so to speak, that you can play keep away long enough to put them down, yes?

Well here's the problem with that. You're slow. Your guarding units (the monoliths) are cruising at a brisk 6" per turn. You can't run forever. You think you've got enough dakka to keep 5 trukks and 2 BWs off of your back for the whole game? Who cares if they have to take 2 movement phases to get to you. You can't put them all down in that time. Even if you do manage to finish off all of the trukks, Ghazghkull will waaaaagh and the whole army can cover 18" to assault you in one or both sides and push your gak in.

With your 30" "danger zone" you effectively have one round of shooting once you commit. 1 round of shooting from the necrons will not break the orks.

1 round of CC from the orks will break the necrons.

That's the core problem with this scenario, for the necrons anyway. The one hope for this crazy necron list is that you take out literally, every single one of his vehicles before they can make it to you and push your dudes away from the nightbringer with tank shock. Think though, why are necrons almost extinct these days? Problems with vehicles, and the new combat resolution. This ork army can put pressure on both of those weaknesses very easily. You're not going to kill all the vehicles, especially not the av14 battlewagons.

This message was edited 1 time. Last update was at 2009/12/22 06:14:26


 
   
Made in sg
Regular Dakkanaut





grankobot wrote:lol, I'm going to give this one last try. Here's the premise - 2 groups of trukks + 1 BW, one on either side. You in the middle. Your plan - put out enough shooting to keep the nearest threat at arm's length. Your idea is that since the orks can't cross the gap, so to speak, that you can play keep away long enough to put them down, yes?


I didnt even have to finish reading the rest of your fallacies. On either side? I can already reach the shorter side w/o having to break my wall. It doesnt matter how many sides you are coming from if I am walling off. You really have no idea what is a 6 by 4 table.

This message was edited 1 time. Last update was at 2009/12/22 06:25:21


 
   
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Cause it needs to happen. YAY!!!!!!

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This thread has run its course.

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