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Made in gb
Crazy Marauder Horseman




Liverpool

I love crons. Winning with crons makes you feel like you've out-tacticed (??) someone royally. Anyone can make the newest, hottest, internet-spawned list. It's nice to be able to give someone a run for their money with an old school army.

I like turboboosting 10 scarab swarms straight towards enemy vehicles as well. 2+ cover, 30 wounds, then next turn 40 close combat attacks glancing landraiders on a 6? Oh, yes please. Get out and walk you stupid assault termies, muhaha.

"If our society had no social problems at all, the leftists would have to INVENT problems in order to provide themselves with an excuse for making a fuss."
 
   
Made in us
Grisly Ghost Ark Driver





NC

Very good Points 40kenthusiast. As you have said, there are still a few ways to build very destructive builds with Necrons. I have seen from experience, that Keeping warriors in reserve and walking them on is definitely the way to go. Personally, I like to combine this with a trick the monoliths let you do. It suddenly makes your very slow warriors, very mobile.

If you have a squad of warriors walk on from reserve and you have a monolith on the table, you suddenly can put this warriors squad almost anywhere you want. The squad walks on wherever you would like on the table edge and moves in 6 inches. You, have a monolith, or multiple monoliths on the board. You can now summon this squad 18 inches. The monolith is 6 inches wide. This warrior squad has just moved 6, teleported 18, and deployed out 8 inches. You can now either fire your gauss flayer out another 12 inches, or run onto an objective.
This is quite a fun little trick to have a warrior squad move over 30 inches in one turn and claim an objective.
Just an idea I hadnt seen posted yet. Works well.

Falcon Punch!


 
   
Made in us
Longtime Dakkanaut





@Milquetoast Thug:

Green Tide: Drive your Monoliths forward, firing pie plates, while the Destroyers fire on whatever is most necessary to kill. Usually this means trukks, battlewagons, lootas, sluggas.

When the kans get close, or the Boys, or whatever is leading their blitz, Big D hops out from behind his monolith (he's hiding due to lootas).

Once D hits combat the Necrons can move up more assertively, gaussing Orks wholeheartedly. Lith-port, tank shock, all the normal tricks. Hard game.

Daemons: Daemons are really in a bad way vs this flavor of Necrons. They can't (usually) catch the Destroyers, and even 3 Soul Grinders can't usually destroy any monoliths, unless they get them with tongue shots. You put the liths in a formation, fire the particle whips (better than railguns for this) at the grinders. Big D beats up the closest one.

He's also the best answer to Kairos (reroll this, punk!), and he can't be assaulted, and the 'dex doesn't have anything to shoot him down. Deamons are a list you have to take out carefully, but Necrons as I'm describing have a > 50% chance against even the best Daemons, and it shades upward rather than downward. Basically, all the points they spent on Crushers are wasted, they can glare at the Lith wall and yell insults.

Eldar:

You just shoot at them. They can't assault and take your out (not fast enough to catch jetbikes with the stuff you are describing), and your particle whips and gauss cannons will hurt them much more than their weapons will hurt destroyers who are going through the lith or liths themselves.

Big D's job is to face punch the fortuned avatar/eldrad combo if it shows up, or he just stands on objectives and waits for the foe. Destroyers are really the start of this show, Eldar don't have a good answer.

Trouble:

Necrons have trouble with Lash, lots of trouble. CSM lists in general have the heavy support to threaten the liths/destroyers, and lash can neuter the Deceiver or clump you up for pie plate, or god forbid drag your guys into assault.

Further, as mentioned under Orks, they are a tough match. Not as bad as CSM, but I'm sure my Necron brethren can sympathize when you kill a trukk and it flies up into your face and dumps the boys out, PK leading. Hope that wasn't your last gauss volley.

Also, the list isn't as dependable at obliterating scrubs as many of the other top tier lists. Sometimes, on the first round their first 2 lascannon shots destroy a monolith each. Or 2 Destroyer units break and run, or get pinned. (Thank goodness Fear the Darkness is gone!).

@Sh: Yeah, this isn't the perfect list. It loses to the top lists, played by top players, about half the time. So does everything else though. My point was just that this is the right way to do Necrons. It's a denial codex that relies on the Deceiver's ability to put 2-3 wounds per assault phase exactly where you need them, and the liths invincibility, which they can loan out to Destroyers. If any of those are compromised, it can be a tough game.

In particular, having your toughest matchup be twin lash is brutal in the tournament scene. It's like being weak to Mech Eldar in last edition, its positively the worst matchup to dread, as Twin Lash is played in large #'s all across the scene, by some of the best players.

@key: Me too! Well, not so much with the "thinking I out-tacticed them", but I love Necrons! My first codex, and my favorite.

@extr: Yeah, that's a useful trick. Monoliths help the warriors hoof it from the board edge.



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
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
Made in us
Fresh-Faced New User




I like my friend's Ard Boyz necron list. 3 monoliths, 2 lords w/ orbs, and then all warriors and immortals. Sounds pretty vanilla but we haven't been able to come up with much that is better. Most armies can't kill a monolith and they are very good at contesting!
   
Made in us
Water-Caste Negotiator




Based on twhat I've read so far:... I guess my answer as a tau player might involve...

+ outflanking kroot to contest the reserve warriors - altough it's unreliable, and the kroot might break even -at best!- vs. necrons. but it's worth a shot.

+markerlights and deathrain/railguns for destroyers. you could turn some railguns against the monoliths, but I'm not really confident that you can field enough of them at 1500 to kill all of them.

+I honestly don't have a great answer for monoliths. a lot of other armies can just pack lascannon in all over the damned place, but a tau list will usually only have a handful of the big boys to play with, so you have to hope that a destroyer doesn't pop a railhead early or something. and 3 immune-to-melta av14 units? seriously, tau just doesn't have a good answer here aside from "BUY MOAR BROADSIDES" and "KEEP SHOOTING MONOLITHS", which seems counter productive when you want to shoot destroyers more.

+ I don't know deciever well enough to deal with him, but really, I'd probably just try to stay the hell away from him and shoot destroyers all game long. markerlights would also reduce destroyer cover saves, so this is really the big thing a tau army would need to do here.

Honestly, If I had to gear for this list, I'd probably go fully mechanized, run triple railheads instead of broadside/railheads, and then grab some mobile markerlights. Pathfinders are not as good because they're static, and you are likely going to want to shoot many units of destroyers instead of having them blow their shows on one unit a turn. It might honestly better in this case to just grab the stealth marker team here.

...Rule 37. There is no 'overkill.' There is only 'open fire' and 'time to reload.'

-From "The 7 Habits of Highly Successful Pirates" 
   
 
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