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Made in gb
Neophyte Undergoing Surgeries




My friend has a Necron army which I regularly face with my Sons of Ultramar (Ultramarines varient) and I always lose by miles!! Wondering if you guys could give me some advice??

The Sons of Ultramar - My chapter, a brother chapter of the Ultramines. They were cloned after the first Tyranic war, and after the program was halted, the small number of Space Marines sat watchfu over their brothers, waiting for the right moment to reveal their true identity.
Space marines - W-L-D=0-3-0 
   
Made in gb
Neophyte Undergoing Surgeries




I use

HQ
Chapter Master
Captain

Elites
Terminators
Drednaught

Troops
Tactical Squad
Tactical Squad
Rhino

Heavy Support
Predator

Fast Attack
Attack Bike
Space Marine Bike


Thats y list, what do you think?

Fast Attack

The Sons of Ultramar - My chapter, a brother chapter of the Ultramines. They were cloned after the first Tyranic war, and after the program was halted, the small number of Space Marines sat watchfu over their brothers, waiting for the right moment to reveal their true identity.
Space marines - W-L-D=0-3-0 
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






Total points for the army? 1500, 1750, 2000? Just so I know what you are working with.

DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

You should be fine with any dedicated assault units hitting thier lines. Examples terms in land raider, Jump packs, rhino rush, even bikes. Besides Monoliths Crons really lack any staying power.
   
Made in us
Longtime Dakkanaut




Assault marines backed up with Plasma Dev Squads wreck my day.
I don't fear the tanks since I have overwhelming glancing.
Your Land Raiders are just as tough as your Rhinos to a Necron player.
Kill... the... Scarabs! (and don't tank-shock them, I've pulled off death-or-glories with them )
Dreadnoughts and Terminators are a pain also, but they must be run in multiples other wise they suffer to focus fire
Oh, and I love killing Attack bikes, since they can be insta-killed
   
Made in us
Longtime Dakkanaut




Lemartes: Besides Monoliths Crons really lack any staying power.
Disagreed: Warriors supported by a Res Orb have FANTASTIC staying power under ranged fire. Especially if they are run in groups of 12-16.
Destroyers have horrible staying power under fire & assault.
   
Made in us
Ork Boy Hangin' off a Trukk




Olympia, Waaaghshinton

The easiest place to beat necrons is in combat res. They are very powerful against torrents of fire, but due to their low initiative, they break and run in close combat. If you have a lot of vehicles, make sure to take out the Destroyers or at least stay out of rapid fire range; gauss can't kill you, but it still can do damage. Any dedicated assault units should be able to wife a squad a turn from the board. Just make sure to that they aren't setting you up for a torrent of fire; I'd try to engage multiple units at once.
   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

Focus fire. Pick a target unit, preferably one that's more than 6" away from another unit of the same type, but any that's sitting on a flank will do. Blow it to kingdom come. If the whole unit was more than 6" away from the same type, it's gone, no coming back. If it's just one on the flank or spread way out, keep in mind that any individual members of it that are more than 6" away from their compatriots are gone with no coming back.

If you get an opportunity, tank shock him to push his units away from each other or his orb so they can't get back up.

 
   
Made in gb
Towering Hierophant Bio-Titan



UK

A close combat unit able to get into cc easily and able to take down a necron lord is a must.. Either put a good amount of attacks (double - triple his wounds) onto the IC lord if hes within threat 2' range (am I right, with the new 5th ed cc rules?) as a lords easily worth 200 with a orb and philatry

or if hes back out of reach, do enough wounds (and survive the return) to cause the squad to break and be run down - wiping the unit (inc lord) forgoing WBB roles.

I.e for eldar, 5man harlies (shadow seer, 4 kisses and troupe master w/ pwr wep) and Yuriel.. SM = a few 5 man assualt squad with a pwr fists

This message was edited 2 times. Last update was at 2008/12/08 21:19:28


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






Also when you break a unit in combat and run it down (say with a tactical squad jumping out of a rhino) they do not get WWB saves on the models that are run down. They only get the WBB on the couple of models you hurt in combat before they fled. And only if those casulties are within 6" of some other unit of the same kind. So tac's in rhinos work great for getting even more marines into assaults with the crons instead of just sitt/walking and shooting at them.

DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
 
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

Disagreed: Warriors supported by a Res Orb have FANTASTIC staying power under ranged fire.



Not unless it helps with combat resolution. The lord and a big block of warriors are just more points to dedicated assault units. Biggest issue with Necrons in tournaments is thier are to many armies dedicated to assault and most can hit you on turn two. BA assault, Shrike, Nob biker orks, Daemon drop Kairos plus BloodCrushers, Tyranid shock, and Lash princes. BA and Orks hit your lines and your entire army disappears, res orb or not and all that is left is a monolith or two then your army phases about turn three. That's why Crons are not making many appearences at tourny's these days and to a lesser extent Tau. The newest edition has gone to far toward assault IMO.
   
Made in gb
Towering Hierophant Bio-Titan



UK

Stirmen - If you run down the squad, you run down the squad. You forgo the WBB saves that they could get thier next turn (from pwr weps with an orb) and from a portalling monolith.

From either the FAQ's or erratas it tells us of the models that go down do stay with the squad when falling back (or some such) so you can infer that the downed models are part of the squad for sweeping advances at combat resoloution.

There needs to be a sticky clarifying these necron WBB rule. its just so misunderstood.

Also, a Big block of necrons can still be fairly hardy as the lord can easily gut a fair few troops on his own & the masses attacks of said big block might win over the remaining few. Assuming few is the case : P

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Longtime Dakkanaut



Brotherhood of Blood

There needs to be a sticky clarifying these necron WBB rule. its just so misunderstood.


Thier needs to be FNP roll immiediatly which should happen in the new dex.
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






Ahh I see, I was unaware of that as thats not how the Necron players I have faced have played it. They already get upset when you show them that running the crons down does not cause wounds and just removes them from the board. Thanks for the clarifier. Just one more reason I support the shift from WBB to FNP.

And yes I agree if there is a lord in the unit of warriors you are charging into you need to make sure you bring some actuall assault troops that can make up the difference, but if its just a normal squad of warriors (even at 20 man squad) I constantly beat them by poping out of a rhino, use 1 flamer and 9 pistols, charge in getting 21 more attacks and call it a day. A tactical in a rhino can be a decent threat to a full cron warrior unit and if you are facing 10 - 12 man unit you are just laughing.

As a note I generally have 2 rhino's and a razor back full of marines with flamers and a PF, supporting my first turn drop pod(carying 5 assault marines, Cassius, a libby with Gate and Ancient(S5 AP3 Template) and a full harnessed tech marine) and a Redeemer with 5 Assault Termies rushing the crons.

So the game ends up looking like this (sometimes with turn 2 and 3 combined into turn 2 depending on deployment for the mission):
Turn 1: Pod drops and 3 flamers (one at AP3) hits the biggest group of 'crons around. Everything else drives forward and maybe a pot shot from my vindi at the mono.
Turn 2: Whats left of my pod squad either moves/flames/assaults more warriors or gate's to a safe rear-gaurd position to follow the rhino advance. Everything else drives at the 'crons or moves and runs if their transport dropped.
Turn 3: Jump out shoot pistols/flamers and assault.
Turn 4: Mop up a few things and watch the phase out.

This message was edited 1 time. Last update was at 2008/12/08 21:42:57


DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
 
   
Made in gb
Towering Hierophant Bio-Titan



UK

FNP is seperate to the WBB rule in terms of fluffyness and gameplay and WBB isnt hard to understand it just hasnt been properly printed anywhere, up to date. Unless you have it on good info that it is actually gonna change in the new dex?

Anyways, the Orb + FNP would be horribly powerful..

Whens does the phasing out rule take place during a turn?

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in gb
Neophyte Undergoing Surgeries




we usually play a 2000 point game, I use my brothers IG army, which is:

HQ
command squad
commisser

elites

troops
about 60 shock troops

heavy support
leman russ battle tank
basilisk
heavy weapons squad

so this and my army usually face:

HQ
necron lord (cannot see a resurection orb but he says it's wargear)
nightbringer

elites

troops
40 necron warriors

heavy support
pylon
devastators

fast attacks
scarabs

it's on a 6 by 4 foot table with a set of trees and hedges, a river and a modular hill. hopefully this helps, and thanks for the advice so far.

The Sons of Ultramar - My chapter, a brother chapter of the Ultramines. They were cloned after the first Tyranic war, and after the program was halted, the small number of Space Marines sat watchfu over their brothers, waiting for the right moment to reveal their true identity.
Space marines - W-L-D=0-3-0 
   
Made in us
Hardened Veteran Guardsman



CNY

1.) Assault him. Straight up. Current codex and edition, you put some wounds on the crons and they run like girls. Win combat by three wounds - make them test at leadership 7 (which is the average roll on the 2d6).

2.) Focus fire. Shoot the crap out of a unit until nothing is left and then repeat as desired.

...

Reading that again, you've got IG. Scratch that.

First issue: I believe that the pylons only get to come out in Apocalypse play. Maybe the same with Devestators? Those shouldn't be on the board.

Second issue: I think he's got a fair bit more in the points column than you do. Guestimating your army, you've got maybe 1000* points? In his 40 warriors, he's got 720, not to mention two expensive HQ choices, scarabs and whatever else he's got in his list. You may be relying too much on wargear, that's what's weighing you down. You should take your list to the army list section and have the IG doctors (HMBC, resident) take a look at your army and watch the bloat melt away in a more competitive frame.

This message was edited 1 time. Last update was at 2008/12/08 22:13:10


STAND FAST AND DIE LIKE GUARDSMEN 
   
Made in gb
Neophyte Undergoing Surgeries




few things to say

he has the necron lord without the orb but he says he has the orb as wargear?? also, what is it used for and should I kill it quickly??

also, he always uses a pylon!! he just deepstrikes it ontop of my men, pushing them back and then kills my whole 2000 point army with it!! what should I do??

finally, although I have not got the necron codex, I swear he is cheating? firstly, the necron list I posted above, is it a 2000 point list?? also, some of the rules he comes up with do not seem true as they always result in him losing about 2 men in the whole game.

also, he deepstrikes his warriors backwards and forwards with no penalty??

The Sons of Ultramar - My chapter, a brother chapter of the Ultramines. They were cloned after the first Tyranic war, and after the program was halted, the small number of Space Marines sat watchfu over their brothers, waiting for the right moment to reveal their true identity.
Space marines - W-L-D=0-3-0 
   
Made in gb
Towering Hierophant Bio-Titan



UK

A necron orb costs about 40pts. Get him to show you his data sheet thing and point it out to you/add it all up.

It allows for himself and any necron unit with 6' to re-roll any WBB roles disallowed by pwr weps, ap weapons etc (right?)

Kill it? Yes, kill it very much. The kill all the troops. Then watch him phase out.

The pylon is a apoc only vechile. Unless your playing an apocolype game (with super-vechiles/titans etc) - he cant use it.

If he keeps units to deepstrike with a monolith (can it be done with a pylon in apocolypse games?) and the monolith doesnt manage to come in from reserves, then the units deepstriking with it are lost.. If that helps?

Large blasts, str 5-6+ (wound 2+) ap 3 are a good way to trim down necrons. str 10 hits to vap the lord though.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in ca
Long-Range Ultramarine Land Speeder Pilot






According to the list you posted only one unit per turn is going to be able to teleport via the lord if the lord has the proper gear IRC. Also if he is using the Pylon then he is playing by the extended Apocolypse rules in which case you can field various things such as a baneblade against him (great against necrons you can cause a phase out first turn if he isn't paying attention with one of these). If you don't have a handle on the rules and/or access to them I suggest you either stop playing or get the rules and read them. Because without the rules you probably will be just jerked around by people. Like not knowing that he is not allowed to field a pylon in a normal 40k game(because it is unbalanced).

DQ:80+S+++G+MB++I+Pw40k96#++D++A++/sWD-R++++T(T)DM+

Note: D+ can take over 12 hours of driving in Canada. It's no small task here.

GENERATION 5: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
 
   
Made in us
Fresh-Faced New User




I've only been playing the crons for a few months, but I can agree that the assault (particularly the sweep) will make any Necron player cringe and/or whine. I had my first experience with Shrike-led assault marines the other night, and got phased on turn 1!
Avoid the scarabs, and H2H everyone else.
   
 
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