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![[Post New]](/s/i/i.gif) 2011/11/12 05:44:48
Subject: Necrons: Troops
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Towering Hierophant Bio-Titan
UK
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If your not including any vehicles elsehwhere in the army & you haven't decided upon a HQ (it can be solely tasked to improving the Troops) - What would be the best options to take?
(For context, the rest of this 1500pt army is 6 wraiths, 20 scarabs and 2-3 Doom Scythes)
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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. |
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![[Post New]](/s/i/i.gif) 2011/11/12 06:07:00
Subject: Re:Necrons: Troops
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Beast of Nurgle
Victoria, AUS
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I'd personally take a unit or two of 15 - 20 Warriors.
Many people will disagree, due to the superior firepower of Immortals, but I feel for their cost, Warriors are better.
They're a solid core to build upon.
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![[Post New]](/s/i/i.gif) 2011/11/12 06:52:09
Subject: Necrons: Troops
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Decrepit Dakkanaut
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The only vehicle in my 2000 point army is a single Monolith - the troops are 40 warriors in 2 units of 20 with resorb lords, and five immortals with the Nemessor attached.
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![[Post New]](/s/i/i.gif) 2011/11/12 07:17:23
Subject: Necrons: Troops
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Pyromaniac Hellhound Pilot
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Unit1126PLL wrote:The only vehicle in my 2000 point army is a single Monolith - the troops are 40 warriors in 2 units of 20 with resorb lords, and five immortals with the Nemessor attached.
That is what I am talking about!  I really like that unit also!
Do you have any advice on how to run those large units or things not to do?
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![[Post New]](/s/i/i.gif) 2011/11/12 07:53:23
Subject: Necrons: Troops
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Blackclad Wayfarer
From England. Living in Shanghai
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DISCLAIMER: The following is my personal opinion.
The way I see it is that you have 2 options for Troops. 1 is Warriors, the other is Immortals. Immortals are the Elite, while Warriors are meant to be fielded en masse. While Immortals have superior fire-power and slightly more survivability (at a higher cost), you can really spam those Warriors. It is in fact a really tough decision. The problem here is that once you have taken Warriors you want at least 1 Ghost Ark to keep their numbers up and this gets expensive fast. 1 Ghost ark with 20 Warriors takes you to 375pts. This is without Resurrection support and only gives you 1 scoring unit. A failed Morale check at the end of the phase also really hurts them. Add in to the fact that if you lose a combat and get swept you could lose a large chunk of points. 10 Immortals don't cost as much to maintain, will be swept more easily but the situation isn't as dire if it happens.
I would go for Immortals if you are planning on playing with no other vehicles. If you take Warriors with Ghost Ark support and they will be your only vehicles expect them to get hosed quickly. I do see you have some Doom Scythes in your list though...I hope you fully plan on utilizing Night Fight shenanigans.
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Looking for games in Shanghai? Send a PM |
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![[Post New]](/s/i/i.gif) 2011/11/12 14:52:30
Subject: Re:Necrons: Troops
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Charing Cold One Knight
Lafayette, IN
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I think that immortals would be better if you take tesla with them. The ability to keep moving and still have offensive reach is just too large of an advantage. The S5 can actually pen some things (and the things its likely to pen are often open top AV 10 so the dash doesn't hurt as much). Also your army has rather large amount of scarabs and some wraiths, which will keep enemies away until they are dealt with. The 24 range assault weapons will get more turns of fire, and generate more hits at greater than 12 inches even you don't need to move.
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![[Post New]](/s/i/i.gif) 2011/11/12 16:11:57
Subject: Re:Necrons: Troops
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Towering Hierophant Bio-Titan
UK
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What about an overlord, orb + immortals (or stick to warriors?) With additional warrior squads with a few cryptek's (veil & staff, haywire staff) along with a few more small sized necron squads? Or would a bunch of warrior squads with orb lords work better? Could ghost arcs work - they are tres expensive, even more so when supporting en-mass warriors. And the main problem I see with necron's is mobility. Hence the veil squad. Only other options for mobility are sheer numbers (too costly), MSU, Ghost Arc (Kinda) or the Night Scythe. Oh or the monolith. (I.e. I have no idea :( )
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This message was edited 1 time. Last update was at 2011/11/12 16:12:22
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. |
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![[Post New]](/s/i/i.gif) 2011/11/12 20:55:50
Subject: Necrons: Troops
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Decrepit Dakkanaut
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I use Nemessor's deep strike ability to deep strike the monolith ASAP (or if it comes in from reserve first, so be it).
This usually provides enough distraction that the Enemy's heavy guns are firing at the Monolith (which is shockingly resilient still because you can't really suppress its shooting, and it can shoot EVERY gun at different targets, including the door.*)
This focus on the monolith lets the Warrior squads walk up the board firing like crazy (Lord with Phaeron) while Scarabs tie up enemy light-infantry who aren't firing at the 'lith (Marine squads, etc.)
Also, lychguard coming through the Monolith portal with a warscythe overlord and Nemessor's bodyguard are hilarious.
*Disclaimer: I've already sucked Draigo into the Portal of Exile once today ...
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![[Post New]](/s/i/i.gif) 2011/11/12 21:37:01
Subject: Re:Necrons: Troops
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Fell Caller - Child of Bragg
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What I consider to be the biggest problems with 'crons are our compulsory choices, similar to what we had in 3E.
Here's the thing. We don't have a single shooty HQ except for the mega-cryptek, but all of our troops are shooty. It's bad because at low points we're pretty much forced to either take a CCB (not a bad thing to be forced to take, really) or spend an absurd amount of points on a res orb. There's very little HQ-troop synergy in our army.
As for the question put forth in the OP, we have two excellent troops choices. Warriors pump out more autoglances per point, and are extremely cost-effective ways to park on objectives. Plus, they can mechanize. Immortals, on the other hand, for one point more than a tac marine, get +1S, -1AP, and RP, which seems to me to be an incredible discount. The Telsa weapons interact wonderfully with the Stalker as well.
I think it ultimately depends on your list. I intend to take a core of 2 Ghost Arks filled with 5 warriors each, supporting 2 units of 15 warriors each at 1750. From there, I'd probably fill my remaining troop choices with Immortals.
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Over 350 points of painted Trolls and Cyriss |
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![[Post New]](/s/i/i.gif) 2011/11/13 05:06:57
Subject: Re:Necrons: Troops
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Towering Hierophant Bio-Titan
UK
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There is the option to get a Destroyer Lord, attach him to the wraiths - reasonably costed heavy hitters @ 41ppm. Comprable to terminators & able to deal with most things when you attach a destroyer lord.
(Ah clever - the destroyer lord doesn't allow you to have a court. The cost of the Overlord will always include a rez orb, I can't imagine you fielding one without - and will likely fill at least 30pts worth of the royal court. Damned if you do...)
The only thing I'd really miss is the veil for a squad of necron's (utility & mobility more than anything else), an orb-lord + immortals is fun but an orb is nowhere near as potent as it was, . Ohwell
So this leaves me with... Monolith, 2 doom sythes, 6-strong wraiths, 2x7 scarabs, 3x5 Warriors, 1x10 immortals, Destroyer lord. 1500 bang on the nose.
Okay troops?
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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. |
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![[Post New]](/s/i/i.gif) 2011/11/13 06:43:27
Subject: Re:Necrons: Troops
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Fell Caller - Child of Bragg
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Razerous wrote:There is the option to get a Destroyer Lord, attach him to the wraiths - reasonably costed heavy hitters @ 41ppm. Comprable to terminators & able to deal with most things when you attach a destroyer lord.
(Ah clever - the destroyer lord doesn't allow you to have a court. The cost of the Overlord will always include a rez orb, I can't imagine you fielding one without - and will likely fill at least 30pts worth of the royal court. Damned if you do...)
The only thing I'd really miss is the veil for a squad of necron's (utility & mobility more than anything else), an orb-lord + immortals is fun but an orb is nowhere near as potent as it was, . Ohwell
So this leaves me with... Monolith, 2 doom sythes, 6-strong wraiths, 2x7 scarabs, 3x5 Warriors, 1x10 immortals, Destroyer lord. 1500 bang on the nose.
Okay troops?
I don't understand why people seem to think the orb is an auto-take. It depends very heavily on the unit you attach him to. A Rez orb is wasted on a unit of Warriors. Immortals might be worth it, but to take an overlord specifically for that reason will rarely be worth it. Lychguard, on the other hand...
And Wraiths are now 35 points base, although in a unit you'll likely want at least two whip coils. Comparing them to terminators might also be a bit simplistic too.
5-man warrior groups are bad for new-crons. Not a lot of shooting to deny RP altogether. It only works if they're in an Ark.
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Over 350 points of painted Trolls and Cyriss |
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![[Post New]](/s/i/i.gif) 2011/11/13 09:25:05
Subject: Necrons: Troops
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Regular Dakkanaut
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For me its max squads in 1500pts Ill have 20 warriors and 10 immortals each lead by a lord with orb and scythe. Combine those number of shots with a triarch stalkers targeting relay ability and you can bring on the hurt even against grey knight terminators.
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