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How do you deal with Immotekh based Necrons with Imperial Guard?

If you start on the table the lightning can really hurt you with chimeras and your arty vehicles having av 10 sides even f you have first turn immotek seizes on a 4+

If you reserve you avoid the lightning for 1 turn possibly 2 but even with the astropath you come on with reduced forces and the scarab/wraiths had up to 2 turns to move towards you. Also Vendettas and Hydras have reduced effectiveness if you reserve. You might have to do a lot of driving depending on objective placement.

Alrahem platoon in chimeras helps somewhat if there are objectives near the side of the board and to get search lights from another angle and possibly closer.

With night fight you want to advance your chimeras to search light but then your getting closer to wraith/scarab units with their 18+ inch assault range.

Both Objective missions and kill points are hard to win as its hard to kill necron troops in cover with will be backs and night fight when they are far away and you have to deal with scarabs / wraiths first.

Considering going with a large platoon of 30+ on foot with comissar and to camp my objective / bubble wrap but don't think they will hold up too well versus scarabs or wraiths.
   
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Generally night fighting with a Chronometron will run out around Necron turn 4 IIRC. Astropath is the right way to go, full reserve, try to go second as you can't have initiative stolen from you going second. If you go second then turn 1 and turn 2 lightening is negated, and unless you have a target then turn 3 you can pop smoke on everything to give you a 4+ cover against the lightening. That mitigates most of the damage from lightening. Most of your vehicles will have searchlights, so shoot with the nearest one first and then you don't have to worry about nightfighting rules for the rest on that target. Remember for nightfighting barrage and ordnance weapons can fire at targets obscured by nightfighting but roll an extra d6 on the scatter die for non hits. Scarabs are swarms, all blasts and temples do double wounds, and anything str 6+ ID's them, so a str 6+ blast kills 2 scarabs per hit. A Manticore rolling a hit removes 6 bases assuming you don't roll any 1's to wound, and assuming there's at least 6 scarabs in the unit. A manticore is a nightmare for scarabs seeing as it's a large blast that allows them no armor saves and each wounds kills two bases. Without even using blast templates plasma guns kill one base per wound, so a single volley of shots from a CCS at 12" can usually kill 5 scarabs, and a multilaser kills a base with each wound, though they don't instantly kill them, heavy flamers at least generate two wounds per hit.

Wraiths are harder, they have a 3++ save which matches their armor save, so str 8+ shooting is what you need. LRBT's, lascannons, meltaguns, artillery in general, all of these will take away one base per wound even if only one in three strikes wound. Any str 6+ shot only has a .834towound*.33invuln= ~29% chance to wound so each hit from a str 8 weapon has that same chance to remove a base, however any 6+ str shooting we can equate two hits to one str8+ hit as they have the same chance to wound and wraith are only 2 wound models. So a full strength unit of wraiths will cost 210 points and require ~21 str 8+ equivalent hits to remove totally, but killed 4 wraiths in 1 round of shooting is probably good enough, so "only" 14 str 8 wounds. 3 chimeras firing 9 multilaser shots hit a little more then 4 times giving us 2 str8eq wounds, lets say melta vets add 6 more shots with 4 hits giving us 6 str8eq wounds, two vendettas fire hitting with 5 shots giving us 11 str8eq wounds, and a pair hydra hits 6 times for 3 more str8eq wounds and killing off 4 wraiths. This leaves artillery and plasma open to kill scarabs.

Since you get to choose where on the board edge you come on, you can deploy away from most or all of the enemy units first turn charge range, and by the time the scarabs/wraith weather two turns of your firing, even if the first turn is only from 2/3's of your army, there shouldn't be enough left to pose a game ending threat. Hope this helps, especially since I don't know you list! Though for wraiths, which I consider the biggest threat since so much can ID scarabs, that you can adapt the str8eq wound for your army to figure out how many rounds of shooting it will take to render your opponents wraiths impotent especially since neither scarabs nor wraiths have reanimation protocols.
   
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Thanks.

Necrons seems to be guard's kryptonite.

I was told that Immotek's lightning is not a shooting attack so I don't get smoke saves vs it. Is this corect?

Considering a psyker battle squad again so I can reduce a squad of necrons, wraiths etc to below half then hit them with the psyker battle squad to send them packing instead of killing them fully as with cover and reanimation protocools that can be difficult.

I don't run any plasma guns opting for melta but plasma might be something to be consider.

Coming on from reserve there isn't all that much str 8 as vendettas only get 1 shot and manticores can only fire at what they can see or what gets search lighted if they move they can't fire barrage.

Lists I run are in my bat reps but I typically run
ccs 3 meltas chimera ml hff
1 vets 3 meltas shotguns chimera ml hhf
2x vets 3 meltas auto cannon chimera ml hhf
pcs alrahem meltas chimera ml hhf
2x infantry squad melta chimera ml hhf
3 vendetta
2 manticore
1 hydra
for 1850
2k vets with shotguns get demolitions and I add a second hydra officer of the fleet and extra melta.
   
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Wraiths and scarabs are fearless, so weaken resolve won't do much against them.
The problem with reserving out until turn 3/4 is that if they are playing a scarab farm list, Then they have 37 scarabs on turn 3.


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Plastictrees






Salem, MA

Probably this needs a YMDC thread (if there isn't one already) but I had a long discussion about smoke saves & Imhotek lightning at a tournament recently. The TO ruled (I believe correctly) that you do get a smoke save.

It doesn't matter whether the lightning is a shooting attack--obscured vehicles get a 4+ cover save in the enemy shooting phase regardless of whether the thing that hit it is a "shooting attack" or not.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
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"Cover is basically anything that is hiding a target or protecting it from incoming shots."

"Target models whose bases are at least partially inside area terrain are in cover, regardless of the direction the shot is coming from"

Thus you get cover from lightening as it happens in the shooting phase, but only from area terrain and abilities like a smoke launcher. There's a few threads in YMDC about it that say the same thing. As Dok said, wraiths are fearless so PBS is useless against them, but they don't get reanimation protocols, they don't stand back up. If your opponent has been standing them or scarabs back up after dying, then half your trouble might stem from you fighting someone who isn't using the rules. I find that plasma is as good or better then melta as long as you have some melta since against anything but vehicles and 2W T4 models plasma guns are better at laying down kills. Important things to remember are:

*Most of your vehicles have searchlights, illuminate a unit from nearby and the rest of your army ignores fight fighting rules for that unit.
*You can take smoke saves against lightening
*Wraiths and Scarabs do not reanimate
*If Vendetta's only more 6" they can shoot all guns.
*Manticore's can fire directly after moving, even if they fail the night fighting roll, they just scatter an extra d6 if they don't roll a hit. (They're still ordnance when firing directly, and BOTH ordnance and barrage weapons can fire at something they can't see.) Nevermind, I fail at reading comprehension, the rest of the points still stand as far as I know.

If you dropped the platoon and changed it into 2 or 3 chimeras filled with plasma vets as well as astropath for the CCS, dropped the autocannon to give the CCS it's last melta, and then made sure to remember the rules for your army and their's you'll be in good shape. 13 meltaguns and 6-9 plasmaguns are nothing to sneeze at when you get in close. One round of fire at 12" (even after moving forward 6") from your infantry and chimera's alone will remove something like 23 scarab bases and probably deep fry one or two plasma guardsman. Wraiths would be more resilient thanks to that 3++ save and T4 W2, 6 wraiths charging a chimera will probably blow it up, but lacking any meaningful shooting ability before the charge, they'll have to spend a turn getting shot up even after they've charged before they can lock themselves in CC.

This message was edited 1 time. Last update was at 2012/03/14 23:21:18


 
   
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Kiarou wrote:
*Manticore's can fire directly after moving, even if they fail the night fighting roll, they just scatter an extra d6 if they don't roll a hit. (They're still ordnance when firing directly, and BOTH ordnance and barrage weapons can fire at something they can't see.)


Barrage and Ordnance Barrage weapon can fire at some thing they can't see in night fighting, not plain ordnance.


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As a Necron player, I'd just like to point out that focusing on wraiths/scarabs isn't the best thing to do. Worry about that av14 pyramid that will trundle across the board then disembark 11 S7 T5 3+ guys with a rezorb into the middle of your army and lots of tanks (2d6 armour pen)

And don't point out the meltavets, a Particlewhip will sort them out

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The Mad Tanker wrote:
Kiarou wrote:
*Manticore's can fire directly after moving, even if they fail the night fighting roll, they just scatter an extra d6 if they don't roll a hit. (They're still ordnance when firing directly, and BOTH ordnance and barrage weapons can fire at something they can't see.)


Barrage and Ordnance Barrage weapon can fire at some thing they can't see in night fighting, not plain ordnance.


Darn, you're right, my bad. Though if the units are close enough to charge you next round they should be close enough to searchlight. Though this will reduce the effectiveness of a roll on manticore to nearby units/searchlighted units, I feel they're still well worth it since they'll get to fire barrage next round, the first round they roll on they can just pop smoke if they lack targets.

IHateNids wrote:As a Necron player, I'd just like to point out that focusing on wraiths/scarabs isn't the best thing to do. Worry about that av14 pyramid that will trundle across the board then disembark 11 S7 T5 3+ guys with a rezorb into the middle of your army and lots of tanks (2d6 armour pen)

And don't point out the meltavets, a Particlewhip will sort them out


Unless they're also 2W they're not gonna do much without being able to make a first turn assault if faced with plasmaguns. A single plasma CCS will kill about half of them, a plasma vets and a melta vets will easily mop up the rest in a single round of shooting, so no rezzing anyone without EL. If they can first turn charge, then tank hunting monoliths can be vital, but he's actually got two excellent units for doing so. Given the massive footprint left by the Monolith, Manticore's are actually some of the best long range anti-monolith units out there given their average of 2 shots at str 10 and you roll 2 dice and pick the highest for armor pen.

This message was edited 1 time. Last update was at 2012/03/14 23:29:35


 
   
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Play moar infantry blobs? I don't think losing a 6 point guardsman every turn or two will set you back too much?

Scout sentinals have searchlights?

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Kiarou wrote:Unless they're also 2W they're not gonna do much without being able to make a first turn assault if faced with plasmaguns. A single plasma CCS will kill about half of them, a plasma vets and a melta vets will easily mop up the rest in a single round of shooting, so no rezzing anyone without EL. If they can first turn charge, then tank hunting monoliths can be vital, but he's actually got two excellent units for doing so. Given the massive footprint left by the Monolith, Manticore's are actually some of the best long range anti-monolith units out there given their average of 2 shots at str 10 and you roll 2 dice and pick the highest for armor pen.

No they can't assault first turn, and they don't have an invun, but that can be sorted easily.
The sheilds bounce stuff back if passed so 50% of the melta/plasma that you fire at that squad will be bounced into anything within 6" (if theres a tank that close, and you fire a melta, you can see the problem). Also, Manticores aren't that hard agains the lightening strikes, non of your vehicles are. With an average AV of 11 on the side, the lightening will penetrate on a 4+, and remember that one weapon destroyed will take all of the missiles of the tank. Also there is Veilteks who can range ahead with two 10-man Guass Immortals. They'll make short work of most of your ground forces that aren't in vehicles. But they have the problem of no invuns

EDIT: Just remembered, I once wreacked a Basilisk, and destroyed a LRBT squad in my first turn before they had even moved. Same with the CCS. If they are hit, it will go through their armour and ID them, even the commissar.

This message was edited 1 time. Last update was at 2012/03/15 08:00:00


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Manticore have a side armor value of 12 not 11 and when weapon destroyed, it only take away 1 of the 4 missiles not all

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kklau123456 wrote:Manticore have a side armor value of 12 not 11 and when weapon destroyed, it only take away 1 of the 4 missiles not all


dingdingding!

Wrong on all accounts. Manticore has side armor 10 and the storm eagle rocket launcher is the weapon, not the individual rockets

   
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They faq that. All missiles are destroyed. Im inclined to not start any chimera based vechiles when i play against crons. And start lots of guards men in cover. Your only killing d6 guardsman /2.

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a smart scarab farm player will wait in cover with the bulk of his guys and thus those buggers are actually quite hard to kill down even with high str weapons. Swarm 3+ cover is pretty damn annoying. I almost wish I put in a hellhound for just those guys.

The spiders themselves are also quite deadly. str 6, MC so 2d6 pens vs guard armor 10's on the rear. T6 also hurts plenty. With total reserves, you really end up with them nearly in your face with 30 scarab bases. On the flip side, psyker squads actually do work against spiders wierdly enough so occassionally you might get one running off the field if you can blow up 2 but it's kind of hard.

Imotek spider farm is a pretty hard counter to guard and really not a lot of great choices.

Also, chromotron can't reroll the storm anymore I thought?

Additional edit, if you take the lychguards through the monolith, you either get the 2d6 armor pen or the shields. not both. Your overlord with the resorb yes can get the warscythe but you won't be using shields with warscythes on the rest of the squad if you are going to be depening on shield reflect to scare your opponent to not shoot at you.

This message was edited 2 times. Last update was at 2012/03/15 14:15:38


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The Necron FAQ specifies that the chonometron allows a reroll on storm as long as the cyrptek is in Imhotek's unit--which I personally think is a really bad call based on the actual rules, but it's official.

Yes, the problem with sitting out in reserve and going second is that by the time your units start to arrive, the necron player will have had 2 full turns of uninterrupted scarab spawning. That could mean as many as 18 additional scarabs on the table, all sitting in 3+ cover in the dark waiting for you to arrive.

So that makes me think that maybe a better plan for a mech IG army would be to try to go first, deploy on the table, take your 50% chance on being seized, then haul ass forward full speed with smoke in your first turn. Then turn 2, get in close, try to bait the scarabs out of cover with a screen or fast-moving sacrificial chimera, and target the spyders first. They go down as easily as TMCs, and every dead spyder means fewer scarab replacements. Then once the scarabs are in the open, light em up with multilasers.

Of course you'd need some luck and also the wraiths and crap would be coming after you the whole time you're trying to deal with the scarabs/spyders. And if it's a tremorcon army with the C'tan shard and Orikan, then you don't want to be moving in turn 1 without dozer blades. But if you could get an edge up on the Canoptic units in turn 2, the Necron player's lack of supporting units (because of having spent all those points on Imotekh and spyders and stuff) might cause him to be crippled at that point.

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that chromotron ruling would then imply that the rule was for imotek the model then right? but no one agrees on if what happens if they are both in reserve. The storm keeps going on as far as I know and killing him doesn't stop it either but I suppose could stop the cryptec reroll?

That FAQ needs another FAQ. I'm so confused.

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Almost every tank in the codex can take searchlights - this includes scout sentinels and valks/vendettas who will have no problem getting in range T1.

Killing the scarab farm will be priority 1, so for once IG has to be aggressive and use scouting units to go kill them early.

Give scout sentinels multilasters - dirt cheap and S6 instakills swarms. I actually like valks rather than vendettas for this - the large blast does a number on scrabs. Use stormtroopers to shoot the spyders and a penal legion squad can also tie a scarab swarm up in CC.

With night fight, the lack of range can also work both ways. Ever fancied a list with 3 demolishers and a hellhound. Now's the time to try it! Ok, a bit extreme but the point is this in not a game for sitting back and waiting, you got to go get them.

If you can stop scarabs and are aggresive then the only real bugbear is then wraiths. Drive by chimeras filled with vets or tying up with a large blob can both work. Only way IG loses everytime is if they carpark on their rear line. For once, IG has to play more than one phase of the game!

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sudojoe wrote:Additional edit, if you take the lychguards through the monolith, you either get the 2d6 armor pen or the shields. not both. Your overlord with the resorb yes can get the warscythe but you won't be using shields with warscythes on the rest of the squad if you are going to be depening on shield reflect to scare your opponent to not shoot at you.
I know that it is one or the other but they both work

A/ the lychguard get shot down to about 4 guys, pass ld then get reanimated to 7 guys. 24 attacks (autohit if a carpark) that get 2D6+7 pen strength will decimate the vehicles.
B/ all that AP3 weaponry (S8 lowest, right? LRBT battle cannon) will get ricocheted all over the place, as each weapon getting bounced dosen't have to get vs the target (although you can't bounce to multiple units from one unit's shooting)




PS, I'm not trying to rain or your parade, but I am trying to see if you can come up with counter strategies to what I use vs car park guard and always do horrific damage

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I'll admit, I'm less familiar with the Necron codex than I should be. That being said...

If the Lychguard get out and can't assault (I'm assuming the shield version is a 4+/4++, right?), a normal melta vet squad will only kill 2.3 Lychguard. If you hit it with something else, you could force a leadership check. Granted, they're Ld 10 I'm assuming, but a PBS could change that. Drop their leadership to below 6 and you've got a good chance of them running. Do Necrons have any psychic defense?

A plasma command squad (4 plasma), on the other hand, could still shoot from the Chimera hatch and will (on average) perform the same, about 2.3 Lychguard down (with the 4++). And if I recall, you can only bounce the shot off the shield so far, and does not work with blasts? I understand that you can still deflect the shot, just not redirect it. Please correct me if I'm wrong. As to the AP of the weapons, that typically does not matter to IG, as we usually will not get an armor save (unless it's AP 1 and you reflect to a vehicle).

I agree with the multiple searchlights. The Necrons are going to be fighting without nightfight (solar pulse), so you don't have to worry about using the searchlight and getting shot in return (it's going to happen anyways).

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oh I get ya. No offense taken but you did point out something that I forgot about them. You can still weaken resolve that lychguard unit =)

Definately could be helpful

Also, if shot by things like multilasers or crazy junk like FRFSRF, or flamer templates you won't bounce those as you take the highest save which is 3+ armor and the shields won't work.

If you had the scythes, I'm pretty sure I can let you have a chimera or something silly on your charge turn while I'm busy with the other targets or just blow them all up with concentrated rapid fire plasma/meltas but I have a feeling I'll be busy with wraiths/spiders/scarabs though so hence I'll just have to tank shock them around the place if they had shields or just prevent a multicharge with positioning. If all they kill is one chimera a turn, I'll just have to live with it.

This message was edited 1 time. Last update was at 2012/03/15 16:57:06


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It does indeed seem like Necrons are bad news for IG - most all mech in fact from what I've seen so far.

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Flavius Infernus wrote:Yes, the problem with sitting out in reserve and going second is that by the time your units start to arrive, the necron player will have had 2 full turns of uninterrupted scarab spawning. That could mean as many as 18 additional scarabs on the table, all sitting in 3+ cover in the dark waiting for you to arrive.


This right here (and every other post that pointed out "cover").

Use of terrain, and terrain deployment, is key. A by-the-book setup will have the Necron player cutting out two 4x8" pieces of brown paper, writing "wheatfield, man-high" on the back, and plopping them down about halfway across the board. The wraiths/scarabs don't have to completely avoid fire - they just need a cover roll to turn it into an even fight.

This makes the game more fun, too. Wonderful clashes for control of jump-off cover clumps.

Terrain is key.

ps - see the IG and Necrons as closely matched. pretty balanced.
   
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ps - see the IG and Necrons as closely matched. pretty balanced.


I'm not seeing the balance you speak of here. If I had a tank in cover, and the scarabs attack it, the cover doesn't help me. Shooting at the scarabs with improved cover is more advantageous to the necrons. Are you referring to some other set up? We're specifically discussing the typical imotek scarab farm list just for clarification. Apparently this list may also have alot of wraiths as well as lychguards and at least one monolith but that's ok, it's still a possible list include

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IHateNids wrote:
sudojoe wrote:Additional edit, if you take the lychguards through the monolith, you either get the 2d6 armor pen or the shields. not both. Your overlord with the resorb yes can get the warscythe but you won't be using shields with warscythes on the rest of the squad if you are going to be depening on shield reflect to scare your opponent to not shoot at you.
I know that it is one or the other but they both work

A/ the lychguard get shot down to about 4 guys, pass ld then get reanimated to 7 guys. 24 attacks (autohit if a carpark) that get 2D6+7 pen strength will decimate the vehicles.
B/ all that AP3 weaponry (S8 lowest, right? LRBT battle cannon) will get ricocheted all over the place, as each weapon getting bounced dosen't have to get vs the target (although you can't bounce to multiple units from one unit's shooting)




PS, I'm not trying to rain or your parade, but I am trying to see if you can come up with counter strategies to what I use vs car park guard and always do horrific damage


Since we're talking about non shield lychguard with a rezorb lord here, a 465 point 10 man squad of lychguard appears before the Imperial Guard army led by their funky fresh leader, ready to rock, hyped up on Necron death metal. Nothing can stop them now, they're sexy and they know it. Well not knowing all this the Imperial Guard, the cowards, the fools, shoot at them from their metal boxes. A plasma CCS, a plasmavets and a meltavets open up. They hit with 10 plasma and 2 melta shots, killing 10 leaving the lord probably. Then the three chimera's they're in finish him off with 3 multilasers, or if that doesn't cut it maybe one of the other 3 chimeras can shoot at it, or their guys inside, or maybe one of the 8 lasgun shoots I didn't count did it in. The point is, dropping a huge threatening expensive unit within 12" of Guard frontlines and standing there for a turn is exactly what we want you to do. At 1500 points it takes only a little over half our infantry based firepower to wipe the squad out. Then the problem with the lychguard is that if you choose the shields and the lord now your unit runs you 515 points, is only okay not great against vehicles.
   
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sudojoe wrote:a smart scarab farm player will wait in cover with the bulk of his guys and thus those buggers are actually quite hard to kill down even with high str weapons. Swarm 3+ cover is pretty damn annoying. I almost wish I put in a hellhound for just those guys.
A hellhound is not a bad idea to help guard counter the scarab meta.

It has AV 12 sides, making it more resiliant vs lighting strikes. Its fast, so it can move 12" and then put down its template, which can reach out another 18" + template. Since its STR 6, each hit auto-kills a scarab swarm. You can't take cover from a template. I'm not sure if night fighting rules apply to a template either.
   
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General Van Rensaler wrote:I'll admit, I'm less familiar with the Necron codex than I should be. That being said...

If the Lychguard get out and can't assault (I'm assuming the shield version is a 4+/4++, right?), a normal melta vet squad will only kill 2.3 Lychguard. If you hit it with something else, you could force a leadership check. Granted, they're Ld 10 I'm assuming, but a PBS could change that. Drop their leadership to below 6 and you've got a good chance of them running. Do Necrons have any psychic defense?

A plasma command squad (4 plasma), on the other hand, could still shoot from the Chimera hatch and will (on average) perform the same, about 2.3 Lychguard down (with the 4++). And if I recall, you can only bounce the shot off the shield so far, and does not work with blasts? I understand that you can still deflect the shot, just not redirect it. Please correct me if I'm wrong. As to the AP of the weapons, that typically does not matter to IG, as we usually will not get an armor save (unless it's AP 1 and you reflect to a vehicle).

I agree with the multiple searchlights. The Necrons are going to be fighting without nightfight (solar pulse), so you don't have to worry about using the searchlight and getting shot in return (it's going to happen anyways).


3+/4++, not that it matters with plasma and melta.

Also keep in mind that while the lychguard can't assault when they come through the lith, the lith can still shoot it's particle whip and teleport units, so there's a chance that whatever squad is right there will be highly diminished when the lychguard show up.

As far as the blast comment goes, the blast marker is not redirected but however many hits are saved via the shield ARE redirected. The range on the redirection is up to 6".

This message was edited 1 time. Last update was at 2012/03/15 18:28:19


 
   
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I see Lychguard with shields as a very serious deterrent to mech. The shields are key.

Do not fear 
   
Made in us
Tail-spinning Tomb Blade Pilot



Texas

sudojoe wrote:
ps - see the IG and Necrons as closely matched. pretty balanced.


I'm not seeing the balance you speak of here. If I had a tank in cover, and the scarabs attack it, the cover doesn't help me. Shooting at the scarabs with improved cover is more advantageous to the necrons. Are you referring to some other set up? We're specifically discussing the typical imotek scarab farm list just for clarification. Apparently this list may also have alot of wraiths as well as lychguards and at least one monolith but that's ok, it's still a possible list include


Of course cover is more advantageous to Necrons, the whole pre-game setup is a tug-of-war.

I run an almost-typical combo wraith/scarab fast attack centric army with at least one CCB. With some minor twists to handle my local GK opponents and fliers with searchlights. Imotekh at high levels, pulseteks at lower levels (breakpoint around 2k) - exactly what you all are talking about here, not the Indy open "Tremortek" list. Annihilation barges etc, instead of monoliths and/or lychguards tho.

At the end of the day if the IG can get clear LOS and load up on searchlights, they're still firepower-heavy enough to give Necrons (and, well, anybody) problems. (I used to be an IG player, only switched to Necrons when a friend died and left me 1000's of points of troops. Switching as a sort of extended tribute to him.)

I'd play either side. <shrug>
   
Made in us
Whiteshield Conscript Trooper




Kevin949 wrote:
General Van Rensaler wrote:I'll admit, I'm less familiar with the Necron codex than I should be. That being said...

If the Lychguard get out and can't assault (I'm assuming the shield version is a 4+/4++, right?), a normal melta vet squad will only kill 2.3 Lychguard. If you hit it with something else, you could force a leadership check. Granted, they're Ld 10 I'm assuming, but a PBS could change that. Drop their leadership to below 6 and you've got a good chance of them running. Do Necrons have any psychic defense?

A plasma command squad (4 plasma), on the other hand, could still shoot from the Chimera hatch and will (on average) perform the same, about 2.3 Lychguard down (with the 4++). And if I recall, you can only bounce the shot off the shield so far, and does not work with blasts? I understand that you can still deflect the shot, just not redirect it. Please correct me if I'm wrong. As to the AP of the weapons, that typically does not matter to IG, as we usually will not get an armor save (unless it's AP 1 and you reflect to a vehicle).

I agree with the multiple searchlights. The Necrons are going to be fighting without nightfight (solar pulse), so you don't have to worry about using the searchlight and getting shot in return (it's going to happen anyways).


3+/4++, not that it matters with plasma and melta.

Also keep in mind that while the lychguard can't assault when they come through the lith, the lith can still shoot it's particle whip and teleport units, so there's a chance that whatever squad is right there will be highly diminished when the lychguard show up.

As far as the blast comment goes, the blast marker is not redirected but however many hits are saved via the shield ARE redirected. The range on the redirection is up to 6".


Ok, I can understand that. The 3+ save does change the math a little bit though, as I counting lasgun shots too (every little bit helps), but I think one of the other posters had the right idea. The lychguard and Monolith are a significant points investment. For the same points, you're looking at several melta/plasma vet squads and Chimeras. It would take some creative maneuvering, but that's a lot of firepower from the IG and you're right in our killzone (double tap plasma range).

The 6" range is rather restrictive on the redirecting shots. The IG player just has to hope they're good at eyeballing 6.5" rather than 6", to keep supporting Chimeras/squads away.

I agree with the Hellhound sentiment, I need to work one into my normal list.


General Van Rensaler, Cadia 713th
"Sledgehammer of the Emperor" 
   
 
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