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Made in ca
Fixture of Dakka




Hey everyeone, just getting back into 40K from taking a break. I got the Necron Battleforce for my son. Got the codex and also bought an ark a while ago, so now have 2 of them.

I am a Tyranid player so all this vehicles and rapid fire stuff is new to me, and don't really understand. I will be making one of each ark ship, since I have 2 of them. I was going to put together the Immortals or Deathmarks. So I started to read their entry and I am having problems with the Synaptic Disentegrator. I don't understand what the X means for Strength. I can't find a listing for it except on page 36 Necron Codex and can't find an explanation for it. So how do I find out what the X means?

Also where do I find out about rapid fires agian? I don't play SM so forget what it is. Is it in the SM codex or the BRB? What page should I be looking at if in the BRB? Been a long while since I played so I don't rememeber what it does.

How do you use vehicles? Since I have been playing Tyrands, I don't hide and cower my units in vehicles wich I have seen my opponents do. I hate this, and I don't want to really do this. So how should I be using them?

Do I really want Immortals or should I be making them into Deathmarks and why? I do plan on buying more Necrons, but what should I make them into for now and why? I am not fimiliar with what they can do and I would love if you guys can give me advice on how to play them or at least what they are capable of what they do and not to try and play them like Tyranids, wich is all I know.

Any help and tips would be greatly appreciated.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in gb
Perturbed Blood Angel Tactical Marine





X and rapid fire are in the BRB. It has X strength as it is a sniper (page 31). Rapid fire is page 28. Do you want tactics or rules for vehicles? Personal I would go for Deathmarks however Immortals are good and have a choice of weapons so can be more useful. I would assemble Immortals with Tesla carbines as they can do a lot of damage.

In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in ca
Fixture of Dakka




Thanks TheStormLord for the page numbers. Thank you very much for the quick reply, greatly appreciated.

Yes I would like tactics for vehicles. As for rules, I will just go over the BRB in what they can do. Funny being a Tyranid player, never bothered with that section of the book LOL.

As for Tactics, what would be a good HQ choice? How do you play with units with guns as their major attack? From what I am reading, necrons are opposite of Tyranids, no CC much, but all shooting.

So how do I teach myson to use them properly? Gunline? Not sure what a gunline is. I will be using Tyranids, my son, Necrons, so would like to teach him some good tactics to use agaisnt me.

Also I would like to use the Necrons agaisnt my gaming group when I go back to them again.

I know Rippers pretty much suck for Tyranids, I have no luck with them, but what about Necron Scarbs? Are they good?

What else should I know about Necrons since they are new to me.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in us
Road-Raging Blood Angel Biker




Also, instead of assembling one of each Ark, check out some tutorials on how to magnetize units. That way you can magnetize them so you've got two of one, two of the other, or one of each.

DT:70-S+++G++MB-IPw40k93#+++D++A+++/wWD001R+++T(T)DM+
10k 5k
- A sergeant in motion outranks an officer who doesn't know what the is going on.
- An ordnance specialist at a flat run outranks everybody.
- I'm not Jesus, but I can turn water into Kool-Aid. 
   
Made in gb
Perturbed Blood Angel Tactical Marine





ghost ark
Fill it up and send it in the frontlne. broadside any units and disembark wariors neer objectives.
doomsday ark
Give it a guard of 5-10 wariors and sit it at the back shooting. If it loses its canon send it in close and broadside.
HQ
Overlord with warcythe and resurection orb. in larger batles give it phareon and a unit of warriors. (getting an annihilation barge is good for this (use the same tactics as doomsday.).)
Gunline
Move into range and then stay still with rapid fire things. Any asualt weapons move slowly. Guas or tesla weopons are best against tyranids.
Scarabs
They rock against vehicles.



Automatically Appended Next Post:
Necrons are shooty. Keep them back and advance slowly. Catans rock at evrything and can be adapted to any situation. Crypteks are good and can be adapted like catans. Only 2 non-HQ units zre good in combat lychguard and triarch.

This message was edited 4 times. Last update was at 2012/04/01 20:43:46


In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in us
Wicked Canoptek Wraith





Necrons are a little different from a shooty army like tau or imperial guard in that they aren't really made to stand at the back field and deliver long range shots hoping they can kill everything before it assaults them. Necrons focus on short range shooting and super resilient defensive stats, they like to move up and dig in to cover and then get in protracted battles of attrition where they keep making saves or reanimating as their opponent buckles under the pressure. Necrons aren't exactly bad at assault so much as they aren't good at it. Their defensive resilience lets them stick into a fight and crack some solid hits but they're super low initiative 2 across the board means they always take a beating and get swept easily.

Necrons can take either a large range of assault weapons in the form of tesla carbines on immortals or cryptek staffs or they can attach an overlord that's been upgraded to a phaeron onto a unit that uses rapid fire weapons like warrior's gauss flayers or immortals gauss blasters. Rapid fire weapons normally punish you a little for moving around but a phaeron applies relentless to the unit which lets them shoot as if they were standing still even when on the move. This makes the army fairly mobile with it's shooting so if it's facing off against say your tyranids they can close the gap to 24" away to start shooting and then proceed to back up while shooting as you try to run forward, wearing you down to (hopefully) manageable numbers before you can assault.

It doesn't matter much against tyranids who have little or equally short range shooting but necrons have some powerful ways to activate the Night Fight rules which lets them close to 24" more reliably against longer range armies. As for HQ choices, try either a phaeron in a large brick of warriors or invest in a catacomb command barge with a warscythe overlord riding it. Thestormlord above was right, the barge box is a great value moving forward as you get the warscythe overlord in the kit with the vehicle, so you can run either an annihilation barge and an overlord or the full command barge with the overlord in it, and the swap is easy to do from game to game as long you don't glue in the gun or command railing.
   
Made in ca
Fixture of Dakka




Thank you everyone for you comments. I am learning from them.

Here is a question that I can't make heads or tale of.

Why would I want to Deep Strike on the enemies move? I read there is 2 or so units that can do this. So if they D/S on your opponents turn, doesn't that give your opponent a free turn to shoot at them and assault them and tie them up before they can even shoot?

I just don't understand.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in gb
Perturbed Blood Angel Tactical Marine





Davor wrote:Thank you everyone for you comments. I am learning from them.

Here is a question that I can't make heads or tale of.

Why would I want to Deep Strike on the enemies move? I read there is 2 or so units that can do this. So if they D/S on your opponents turn, doesn't that give your opponent a free turn to shoot at them and assault them and tie them up before they can even shoot?

I just don't understand.

I think it just helps them get on the field quicker.

In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in us
Been Around the Block




Davor wrote:Thank you everyone for you comments. I am learning from them.

Here is a question that I can't make heads or tale of.

Why would I want to Deep Strike on the enemies move? I read there is 2 or so units that can do this. So if they D/S on your opponents turn, doesn't that give your opponent a free turn to shoot at them and assault them and tie them up before they can even shoot?

I just don't understand.


Because then you can move, shoot and/or assault. On a deep strike you can only shoot.

This message was edited 1 time. Last update was at 2012/04/01 21:49:11


 
   
Made in ca
Fixture of Dakka




Ah, I see now. So is it really worth taking a chance to get hit, D/S in your opponents turn so on your turn you can move then? Wouldn't it be better to at least shoot on the turn you D/S?

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in us
Guarding Guardian




Davor wrote:Thanks TheStormLord for the page numbers. Thank you very much for the quick reply, greatly appreciated.

Yes I would like tactics for vehicles. As for rules, I will just go over the BRB in what they can do. Funny being a Tyranid player, never bothered with that section of the book LOL.

As for Tactics, what would be a good HQ choice? How do you play with units with guns as their major attack? From what I am reading, necrons are opposite of Tyranids, no CC much, but all shooting.

So how do I teach myson to use them properly? Gunline? Not sure what a gunline is. I will be using Tyranids, my son, Necrons, so would like to teach him some good tactics to use agaisnt me.

Also I would like to use the Necrons agaisnt my gaming group when I go back to them again.

I know Rippers pretty much suck for Tyranids, I have no luck with them, but what about Necron Scarbs? Are they good?

What else should I know about Necrons since they are new to me.


Tesla weapons are good against hordes. They're also assault weapons, meaning his guys can move to dodge assaults & still be able to fire. Immortals have them, warriors don't.

When playing against tyranids, I usually try to slow down the assault. So I take crypteks with tremor staves and (if there's enough points) a C'tan shard with Writhing Worldscape. The longer the assault takes, the more turns I have to shoot & whittle down the hordes.

Scarabs make good tarpit units, though not against termagaunts. You can use them to slow down monstrous creatures & eat away an armor save (if you roll well enough).

4k
4k
just starting 
   
 
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