FunJohn wrote:I played a 1000 point game against a necron-playing friend of mine.
Ghost Arks...seriusly... What..the feth.
3 Open-topped ghost arks with 10 warriors in it. Turn 1: 2 dead Veteran squads. Turn 2: 3 Dead Leeman Russes. He didnt even get to bring in his fliers before I got tabled. I managed to take off 1 of the shields and a hull point or two.
I'm kind of new, so I may not play the best list, but the Gauss weapon glancing thing is just insane.
Any counters when playing
IG?
Hope I am not whining too much
It used to be worse, they used to be able to autowound and ignore armor saves too. Essentially, there are three shooty armies, the Guard, Tau, and Necrons. The guard are a warhammer, little subtlety, hits like a ton of bricks and tends to crater the board, the Tau are a rapier, highly focused and precise, meant for stabbing into weaknesses before delivering a killing blow, the Necrons are a battleaxe, when swung little can stop them, but they are a bit tightly focused.
As the guard, don't try to play air superiority with the Necrons, they can do it better. Also, try to avoid the 12-24' zone in front of a necron army, assume anything that gets caught in it is dead . The amount of pain the necrons can unleash at that range is unmatched. Also, do not assume that a unit is safe just because it's far away from the death zone, Necrons are deceptively maneuverable and have plenty of ways of getting something in your rear to get at those squishy basilisks.
Manticores are a godsend against the Necrons, having a high enough strength to pop any of their vehicles and the right
AP to reduce warrior blobs into scrap metal and throw enough pieplates to crater a board. Necron players know this however, and will prioritize manticores, be sure to protect them so they can get their shots off before the necrons can blow them up. Leman Russ tanks took a hard hit in the new edition, and given that Necrons are very, very good at popping tanks, you'll probably want to spend your points on artillery.
Against quantum shielded units, las cannons are your friend, get lots of them on the board. Once you can pen that shield, their durability drops tremendously even if all you didn't roll high enough to get past living metal. Meltas will get you within the death radius of a necron army so you're better off passing on them. Due to a lack of 2+ save units and said death zone, plasma weapons are also iffy at best. Autocannons can be useful, but generally you want more lascannons.
Blob armies are tesla fodder, take it from someone who tried rushing tesla immortals with hormagaunts and got a crap ton of thoroughly cooked gaunts out of it. If they are going to use a lot of Tesla weapons, your blobs are going to be extra crispy. And be very wary of tremortek+writhing worldscape. You
will lose something to it and it
will make you cry.