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Made in gb
Fresh-Faced New User




Hi there guys and gals. I'll be playing a guy this week who has a necron army and I know he has a monolith.

My question is whats the easiest way to kill it?
Fire dragons wont get the extra d6 for being a melta will they? And am I right in thinking that bright lance wont reduce its armour to 12..? Avatar wont get the extra d6 for being a monstrous creature either I believe?

If I'm wrong on any of these please feel free to put me right. If I'm right though, how do we kill these things?

Is the best way to down a land raider a fire dragon squad (although they will probably then get squished by the contents of said LR) or is it from range with a bright lance?

Thanks anyway guys, I am new to the eldar
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

1. Fire Prisms. you can deal out a monster of a shot with three of the things, and it can take anything down. it would be S10 AP1, so you would need a 4 to glance and a 5-6 to pen. After that, the AP1 will help alot.

2. VS Land Raiders? I have never been at the receiving end of Land Raiders, But as I play 3 Land Raiders, Fusion guns and Bright Lances are your friend. If possible, get a Wraithlord with a Wraithblade and a Bright Lance. Shoot the thing to hell, S10 the LR, then use the flamers next round to deal with the pesky buggers. And, because the Wraithlord is a MC, you roll 2d6 armor pen.

-Felsi

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Made in fi
Major




drive past it and bladestorm the warriors
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Seer Council (witch blades), Wraithguard (wraithcannon), and heavy skimmers (ramming, I did in the GT final 2008, it worked with S10).

Former moderator 40kOnline

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Made in gb
Fresh-Faced New User




I couldnt take 3x prisms because I like my 3x warwalkers with scatter lasers too much, my oppo normally cries when they sneak on the side behind thier force and fire 24x shots at s6
Am I right in thinking that also against monoliths you dont get the bonues +1 for being AP1 on the damage chart?
Thanks for your reply by the way


Automatically Appended Next Post:
Isnt ramming it with a heavy skimmer a bit costly points wise? Wont my skimmer risk being destroyed? Im new to 40k btw not just eldar lol. With my seer council and thier s9 witchblades and spears, wont that mean glancing on 5s and pening on 6s? mind you I guess with all the attacks I'll get there is bound to be a few 6s in there..
Thanks Wuest

This message was edited 1 time. Last update was at 2010/09/01 15:36:47


 
   
Made in au
Devestating Grey Knight Dreadknight





If you look at it from a tournament view, it is far better to phase out a monolith than attempt to destroy it. Kill the warriors, and you will find your salvation.
   
Made in ca
Member of the Malleus





Canada

Witchblades are str 9 against vehicles a seer council should shred a monolith quickly, but as others have mentioned, aginst Necrons, just target the warriors and force phase out.

 
   
Made in us
Infiltrating Oniwaban






Against Monoltihs:

wuestenfux wrote:Seer Council (witch blades), Wraithguard (wraithcannon), and heavy skimmers (ramming, I did in the GT final 2008, it worked with S10).


What he said. Especially the Council, if you have them in your force.

Oh, except the ramming part- must disagree there. Only do that if one of your transports has no gun and all your objectives are already covered (skimmertanks being much better at contesting/shocking objectives than at ramming AV14).

Also, as others have stated, Wraithlords have a chance against Monoliths: despite no extra MC dice (and yes you are correct there), they do have 3 S10 attacks on the charge. With a Wraithblade, that's not too bad.

Ultimately, if you do have one of these specific units in your army, destroy the Monolith before it teleports 'Cron units away and does other annoying things. If you do not have a Seer Council, Wraithguard, or Wratihlords within assault distance of the Monolith, ignore the Monolith and go for Phase-Out (as others have pointed out). Use heavy weapons to shoot Destroyers and Lords rather than the Monolith.

Also, you do get +1 on the damage chart for AP1 versus a Monolith. The Living Metal rule only affects bonus armor penetration _dice_, not rolls on the chart after the armor has been glanced or penetrated (this might get changed with a new codex, though). You are otherwise correct: MCs get no extra dice and brightlances get no lowering effect on the armor. 6's from rending weapons don't give you bonus dice either.


Against Land Raiders:

Yes, shoot them with Dragons. They're cheaper, have more and nastier shots and a better BS, and their transport will probably live to do other annoying things.

If you have no Dragons left (or the Dragons failed to destroy the Raider), then shoot it with brightlances.


Give us more info on your forces and we can give better recommendations, BTW.

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Made in us
Decrepit Dakkanaut






Eternal Plague

Use your mobility. As an Eldar player, you have good range in terms of how far your army can go in one turn. Avoid the Monolith and head for his other things. If he keeps some of his army in reserve, kill what is out and if the Monolith is still around, anything that can pen it hit it with what you got. Otherwise, keep your army out of LOS from it. Use terrain to your advantage, and remember the Particle Whip is about 24 inch range.

As for Land Raiders, Lances do wonders to AV 14.

   
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For both: Swooping Hawks with Intercept, using their Haywire grenades.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Oh, except the ramming part- must disagree there. Only do that if one of your transports has no gun and all your objectives are already covered (skimmertanks being much better at contesting/shocking objectives than at ramming AV14).

In fact, I did it in the end game. When it has a unit inside or still a gun don't do it.
However, if you're 21''-24'' away you might be tempted...

For both: Swooping Hawks with Intercept, using their Haywire grenades.

Well, Hawks are a questionable unit. They eventually do well vs Orks.
A smart Necron player will see them coming and shred them as soon as they are close.
Their weaker armor save will not really help them.

Former moderator 40kOnline

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Made in nz
Longtime Dakkanaut



New Zealand

You still get the AP1 bonus against a Monolith, its special rule only prevents bonuses on the penetration roll not the damage chart.

You only need two Prisms to get the S10 AP1 shot, 3 justs gets you a backup in case one goes down early. This means you should still be able to fit 3 War Walkers and 2 Prisms into a list (assuming you can find that points). Most of the time you are going to be better off firing the Prisms at Necrons though, outside of sub par units which rarely get taken (Wraithlord, Wraithguard, D Cannon, Hawks) they don't have much which can reliably down a Monolith anyway. Ramming is definitely a last ditch option, probably only worth it if you end up with a weaponless Prism or Falcon (or Serpent, but then it also needs to have no one in it) which basically has nothing else it can do.

In any case Eldar should be trying to get the Phase Out, they are one of the most mobile armies in the game and should have no issues getting around the Monolith Wall to drop the Warriors.

Against Land Raiders you have far more options (assuming it isn't a Blessed Hull Raider). Fire Dragons are the most reliable way but also require you to get in really close using a Serpent, the Fire Dragons rarely survive and the Serpent is often in a vulnerable spot as well. Fortunately 5-6 Fire Dragons are all you need to reliably kill any tank in the game (aside from the Monolith) and come out cheap enough that you don't have to worry about losing them too much (although you should obviously try and avoid it if possible). The next best option is probably Bright Lances, either on Serpents or Wraithlords. They don't get the AP1 bonus and are incredibly overpriced, but are still your best bet for dropping heavy armour from range, which is much more helpful than having that Land Raider on your side of the field (or at least midfield) before you drop it with Fire Dragons in close. Prisms do ok but they just don't put out enough accurate shots to rely on them for anti tank duties (I use them as a backup mostly).
   
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wuestenfux wrote:
For both: Swooping Hawks with Intercept, using their Haywire grenades.

Well, Hawks are a questionable unit. They eventually do well vs Orks.
A smart Necron player will see them coming and shred them as soon as they are close.
Their weaker armor save will not really help them.


Again agreed, and I'd like to emphasize that Hawks die if you sneeze on them, have terrible ranged weaponry, and cannot use their grenades on the turn that they DS. Add in the fact that they cost 22 points each and you have a serious loser unit. I won't even use them in Apoc, and I have 20 sitting in a case waiting for the next codex. Using them against anything, _especially_ Necrons, is a terrible idea. Hell, even shoota boyz or naked IG squads will knock them out fast.

You know, the best way to figure out what works and what doesn't against a unit is to run your own simulations. Get a copy of the Necron 'dex, a proxy, and a few of your miniatures. Run a few turns of attacks against the Monolith. Then consider not only how those units did against it offensively, but also how the Eldar units stand up against Necron shooting. Figure at least 3 units of Warriors will be in range to shoot your units, 3 Destroyers and a heavy destroyer or two.


Back to Land Raiders: one more mark in favor of Dragons (over relying on lances) is that it is pretty easy to shake all the Eldar vehicles in even a fully-meched force. I pack 2x Dragons units in my 7+ tank mech force, because any smart opponent uses the "shake and move on" approach to Eldar vehicles. Autocannons, plasma weapons, and destroyer cannons are our natural enemies. Dragons are stopped by none of this. Sure, they die immediately after. And in doing so they drag fire or assault away from your other units that are out grabbing objectives and killing infantry.

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"If you gather 250 consecutive issues of White Dwarf, and burn them atop a pyre of Citadel spray guns, legend has it Gwar will appear and answer a single rules-related question. " -Ouze 
   
Made in gb
Sagitarius with a Big F'in Gun






21pts, but still, they are as expensive as hell, you need an Autarch really to boost those reserves by one, making them even more expensive, yet possibly ending up rolling a one. Haywires are great thought having said that, they come as standard on the autarch, then stick him on a jetbike so he can move around quicker. This gets him two shuriken catapults, as well as his pistol. That's the more efficient way of getting haywires for your army, imo. Also kit out with laser lance, fusion gun, and mandiblasters, for just 140pts, and your all set for haywires. Keep away from the monolith when you can, more than 24" if possible. take out the rest of the army that's counting as a Necron unit, and which will prevent him from phasing out, check his codex for each of the profiles, and whether they are considered as necron units (pariahs, C'tan, and monoliths are some that aren't), or not, they are your priority targets. Take out / kill 75% of his army in points, and you win! And thanks for becoming one of many elf players...

khaine praise them

This message was edited 1 time. Last update was at 2010/09/04 08:32:01


 
   
Made in fr
Wicked Warp Spider




A cave, deep in the Misty Mountains

Two fire prisms is enough to get a Str10 shot, and still leaves you space for your war walkers.

If that's too expensive, then take fire dragons and bright lances. The Monolith will be harder to kill with ranged weapons, so get witchblades or a wraithlord

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