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Made in us
Winter Guard





Simple tactic gaunts give everybody cover saves.
1000 Pts - Tyranids Roster - Unnamed

HQ: Hive Tyrant (1#, 200 Pts)
1 Hive Tyrant @ 200 Pts
Enhanced Senses +1 BS; Flesh Hooks; Toxin Sacs +1 St; Winged; Twin-linked Devourer (x2); Synapse Creature; The Horror; Warp Field

Elite: Warriors (3#, 111 Pts)
3 Warriors @ 111 Pts
Adrenal Glands +1 WS; Extended Carapace +1 Save; Leaping; Rending Claws (x1); Scything Talons (x1); Synapse Creature

Troops: Hormagaunts (12#, 120 Pts)
12 Hormagaunts @ 120 Pts
Scything Talons

Troops: Hormagaunts (12#, 120 Pts)
12 Hormagaunts @ 120 Pts
Scything Talons

Troops: Genestealers (8#, 160 Pts)
8 Genestealers @ 160 Pts
Acid Maw; Rending Claws

Troops: Genestealers (7#, 140 Pts)
7 Genestealers @ 140 Pts
Acid Maw; Rending Claws

Heavy Support: Carnifex (1#, 149 Pts)
1 Carnifex @ 149 Pts
Enhanced Senses +1 BS; Flesh Hooks; Barbed Strangler; Venom Cannon

Total Roster Cost: 1000


The deciever will be present, a battle report is forthcoming. I am playing this game on Sunday.
   
Made in se
Dakka Veteran




Necrons are generally weak to MCs in HtH, just bring minimized gaunt broods and stock up on Hivetyrants and Carnifexes. You dont even have to equip them up very hard and they will rip necrons to shreds and making them flee for lost combat resultion, leaving their dead behind getting no WBB even if he got a ress orb.

If he brings a deciver on 1000 pts he will have a ridiculous low phase out so you shoule be able to just mosh his ordinary duudes to bloody pulp.

This message was edited 1 time. Last update was at 2008/07/11 21:39:40


 
   
Made in us
Black Templar Servitor Dragging Masonry




Hawaii

Kallbrand wrote:... rip necrons to shreds and making them flee for lost combat resultion, leaving their dead behind getting no WBB even if he got a ress orb.
Do they leave their dead behind? From the latest FAQ:
A Necron unit falls back, having been beaten in close combat by a unit with power weapons. However, there is a resurrection orb nearby. To keep things simple, when the casualties are suffered, assess whether they are in range of the resurrection orb. If they are, lay them down and move them with the unit. If they are not in range of the resurrection orb, remove them entirely. You will then know how many WBB rolls to make at the start of your next turn. The same logic applies if the Necrons fall back after taking shooting casualties.

 
   
Made in us
Wraith





Raleigh, North Carolina

Mordantos wrote:Do they leave their dead behind?


It's not that they leave their dead behind, but if you kill Necrons via a Sweeping Advance, they are removed from the field altogether, not simply die. This means no chance at ressurection, the entire squad is just gone. This is a great way to phase them out, just kill enough to make them run and overtake them with Genestealers. Their I6 makes this relatively easy, especially at 1000 points where things like multiple monoliths, overwhelming numbers of Warriors, and other huge annoyances don't really apply.

One slight suggestion, though. Instead of Acid Maws, use Feeder Tendrils. Re-rolling hits is better than re-rolling wounds, since it gives more opportunities to rend.

This message was edited 1 time. Last update was at 2008/07/12 04:03:45


 
   
Made in us
Pile of Necron Spare Parts




Singapore

Re-rolling hits is better than re-rolling wounds, since it gives more opportunities to rend.


If I understand correctly, rending has been moved to wounding part. Thus acid maw is good.
   
 
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