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![[Post New]](/s/i/i.gif) 2011/11/23 13:36:10
Subject: Tactics against necrons with bugs
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Arch Magos w/ 4 Meg of RAM
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Sounds about right
Don't downplay stealers vs av11, a good pack of stealers will still tear down those vehicles and probably wipe them out when they can't dismount.
The thing with necron armor, is you wont see a huge amount of it, semi-expensive squads in expensive transports means you're seeing like 1/4th of the armor you see when playing IG, yeah its a little tougher, but not /that/ bad. In the case of vehicle heavy necrons, gargoyles are now for needlessly assaulting vehicles so the troops cannot dismount if you glancekill them.
I would always take 2 squads of hive guard, and rely on the MC's to take care of monoliths.
But yes you are right, contain the enemy, and hit them fast and hard
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Godforge custom 3d printing / professional level casting masters and design:
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![[Post New]](/s/i/i.gif) 2011/11/23 16:30:50
Subject: Tactics against necrons with bugs
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Infiltrating Broodlord
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I guess my problem is that I don't know the costs of these new vehicles, so of course I assume the worst. If you have a quarter of the vehicles that I routinely face with IG. Thanks for that bit if information Grundz, that definitely puts the armour question into perspective.
Great comments so far. I'm looking forward to actually playing and finally telling my experience and what I learned.
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Tired of reading new rulebooks... Just wanting to play. |
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![[Post New]](/s/i/i.gif) 2011/11/23 19:02:28
Subject: Re:Tactics against necrons with bugs
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Deranged Necron Destroyer
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The new Necron vehicles are expensive, so do Not expect every single squad to be running around in one. That will not have any hope of happening outside of an Apoc. game. They are survivable and command barges are even more so then most if a lord is in them, being able to spend wounds to repair it, but they are all still open topped, so you've an ability to destroy them on a glance. I would highly reccomend focusing on the Ghost Arks first as they will keep a unit of warriors alive even if you manage to catch them in CC, assuming you don't get them all down in that charge of course.
Another piece of advice is just stay out of range of the big guns until you've got the ability to get behind cover then charge. As in, get close first, then just stay in cover until you're close enough to assault. Our Necron guns are woefully short range.
This advice comes from me and my buddies battling, I was against GK, BA, and BT, so not 'Nids at all, but I think the advice can still hold merit
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Kilkrazy wrote:There's nothing like a good splutter of rage first thing in the morning to get you all revved up for the day.
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![[Post New]](/s/i/i.gif) 2011/11/23 19:12:37
Subject: Tactics against necrons with bugs
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Tail-spinning Tomb Blade Pilot
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Cheapest thing we can field is 90pts... most of the heavy support vehicles are over 175 pts each.
That said if you're really worried about them, take a few zoenthropes in a pod. Seriously, these things are what made me stop taking a pair of doomsday arks vs nids in my practice games. S10 lance on an open-topped vehicle means you connect on a 2+, pen on a 3+. On a pen, you wreck on a 4+ and wreck on a 6 when you glance. That means you have something like a 40% chance to wreck the vehicle a single zoep shoots at.
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W/L/D: 9/4/8 Under Construction |
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![[Post New]](/s/i/i.gif) 2011/11/23 19:33:21
Subject: Tactics against necrons with bugs
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Arch Magos w/ 4 Meg of RAM
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Grunt_For_Christ wrote:I guess my problem is that I don't know the costs of these new vehicles, so of course I assume the worst. If you have a quarter of the vehicles that I routinely face with IG. Thanks for that bit if information Grundz, that definitely puts the armour question into perspective.
Great comments so far. I'm looking forward to actually playing and finally telling my experience and what I learned.
Yeah, you're looking at ~130 points for 10 warriors, and then 100+ for the transport, a far cry from the 90ish point guardsmen squad in a chimera
many of the "really good" choices like immortals can't take transports, so you'll still have soft targets on foot to eat even if the hop on someone elses. There are a couple good shooty vehicles at reasonable cost, but I think, at absolute most, you'll see maybe 6 vehicles at 2000 or so. As a shooty army necrons really need guns, and the vehicles don't carry as much as troops.
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Godforge custom 3d printing / professional level casting masters and design:
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![[Post New]](/s/i/i.gif) 2011/11/24 00:57:59
Subject: Tactics against necrons with bugs
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Been Around the Block
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What's so good about the Ymargl Genestealers? I see that they can shift shape or whatever, but they have to be deployed in a specific way that requires the enemy to trigger them first before they join the table.
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This message was edited 1 time. Last update was at 2011/11/24 00:58:13
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![[Post New]](/s/i/i.gif) 2011/11/24 03:16:18
Subject: Tactics against necrons with bugs
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Arch Magos w/ 4 Meg of RAM
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FastusMustachius wrote:What's so good about the Ymargl Genestealers? I see that they can shift shape or whatever, but they have to be deployed in a specific way that requires the enemy to trigger them first before they join the table.
what?
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Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge |
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![[Post New]](/s/i/i.gif) 2011/11/24 06:16:55
Subject: Tactics against necrons with bugs
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Been Around the Block
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Never mind, I think I read the rule for Dormant wrong. Nonetheless, I would rather take a group of regular Stealers with Toxic Sacs than Ymargl Stealers.
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![[Post New]](/s/i/i.gif) 2011/11/24 06:42:36
Subject: Tactics against necrons with bugs
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Stalwart Dark Angels Space Marine
Gambrills, MD
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Do the smaller Tyranid creatures have a way to plow through difficult terrain? If not, Tremostaves may halt the big squads of non-flying creatures just long enough to matter.
Joey
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Joseph McGuire, President/Janitor at World's End Publishing; producer of the upcoming post-apocalypse skirmish warband game This Is Not a Test.
https://www.facebook.com/TNTGame
http://worldsendpublishing.com/
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![[Post New]](/s/i/i.gif) 2011/11/24 18:17:27
Subject: Tactics against necrons with bugs
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Arch Magos w/ 4 Meg of RAM
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FastusMustachius wrote:Never mind, I think I read the rule for Dormant wrong. Nonetheless, I would rather take a group of regular Stealers with Toxic Sacs than Ymargl Stealers.
Thats because you underestimate how awesome it is to have a pack of stealers pop out of a chunk of terrain in the enemies deployment zone and assault their lines from behind.
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Godforge custom 3d printing / professional level casting masters and design:
https://www.etsy.com/shop/GodForge |
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![[Post New]](/s/i/i.gif) 2011/11/25 02:34:17
Subject: Tactics against necrons with bugs
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Been Around the Block
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Grundz wrote:FastusMustachius wrote:Never mind, I think I read the rule for Dormant wrong. Nonetheless, I would rather take a group of regular Stealers with Toxic Sacs than Ymargl Stealers.
That's because you underestimate how awesome it is to have a pack of Stealers pop out of a chunk of terrain in the enemies deployment zone and assault their lines from behind.
Awesome =/= Useful or cost effective.
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This message was edited 1 time. Last update was at 2011/11/25 03:22:04
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![[Post New]](/s/i/i.gif) 2011/11/25 04:44:50
Subject: Tactics against necrons with bugs
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The Hive Mind
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They cost 1.3 toxic stealers (so 10 yealers is 13 toxis stealers, 5 is 7). The deployment makes them at least as effective, plus the mutations.
You're basically guaranteed an assault the turn they come out, where stealers are not - and it's up to luck if they come in where you want them.
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2011/11/25 05:37:58
Subject: Tactics against necrons with bugs
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Been Around the Block
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rigeld2 wrote:They cost 1.3 toxic stealers (so 10 yealers is 13 toxis stealers, 5 is 7). The deployment makes them at least as effective, plus the mutations.
You're basically guaranteed an assault the turn they come out, where stealers are not - and it's up to luck if they come in where you want them.
Points are not the only cost; Ymargl Stealers also take up a Elite slot which would be better utilized by Hive Guard or Zoanthropes. Ymargl most likely have their place in lower point games or CC based armies.
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