Blood Angel Neophyte Undergoing Surgeries
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So with necron wave two begin released very soon; I have decided to share my experience of the new necrons to those who are looking for some tips, thinking of starting a necron army or are looking for ways to crush the necrons. (note this is from my personal experience, i have not used everything single bit in the codex)
General bits:
The 24 inch range: is perhaps the greatest weakness of the necron codex (but the most easily compensated for), i have found that if you lack any long range fire power that your opponent will merely attempted to stay *just* outside of your range. This of coarse can be easily rectified by adding either a doomsday ark, or solar pulse (or two) into your army.
Initiative of two: The second worst weakness of the necron codex (and most difficult to compensate for) is that horrid initiative, everyone has it. Without the whip coils of wraiths, the only way you will be striking first is if your enemy assaults you into cover (and with that 24 inch range we have, only assault armies will do this)
Pre wave two unit notes:
Zahndrekh(proxied): By far the most useful HQ in the entire codex; he can give any necron units special units. So you can give scarab swarms tank hunters, or give your ctan furious charge, or take away acute senses from that one long fang squad. And he has a resurrection orb to boot. In all of my games, he is just the most useful thing ever!
Imotek: Very,very useful HQ; We all know this guy, he can make the entire game night fighting (which is great for necrons). I would use him all of the time, if he did not have that lightning ability.... There is nothing worse than having your opponent's vehicles destroyed on the second turn, it just makes the game sooo boring. Which is why i don't use him....
Lychgaurd: Ah, the necron terminators. I was skeptical of these, not haveing a 2+ armor save and all, but give them their shields (and that 4+ invulnerable) and nothing will stand in your way. Sure warscythes give you a 2+ to strength and a extra dice to armor penetration, but in all reality strength five is enough. And if it isn't, just make zahndrekh give them furious charge....
Ctan: I'm just going to say this now, toughness seven with a 4+ invulnerable save is really, really awesome. Add gaze of death to that (You will ALWAYS want to give him gaze of death) and your ctan will last forever, i have an entire tau firing line lay everyting they had into my "night bringer before Christmas" , and have him pop out with one wound left....which he recovered from charging fire warriors. Oh and give him a shooting attack (i suggest pyreshards), i mean he does have a ballistic skill of five.....
Monolith: Oh geeze, sure you are only paying 200 points for armor 14.... but it just never really works out. Because it's particle whip is ordnance, you have to choose to fire either that, or it's arcs, but the worst part of this guy is that he has the special rule "heavy"... which means he can only move at a six inch speed... In short you need to deepstrike this guy if you want a chance to actually get him into the action....
Doomsday ark: Here is your solution to the whole 24 inch range problem, now with this you are only trying to turn the enemy into dust. But you are denying them land, because the smartest opponents will attempt to give their vehicles and infantry cover from this bad boy. I know that the whole "needs to stand still to ruin somone's day" is depressing but don't think of it as a tank, think of it as artillery... floating artillery
Wave two models and you: You may be asking at this point "Blobpie you magnificent specimen of a man, what does this have to do with the wave two models?" Well i'll tell you, in the following information below i shall divulge information that will allow you to maximize the effectiveness of your necron army (or to watch out for in a necron army)
Triarch Stalker: It is essentially a necron dreadnought with a two shot multi-melta (and a heavy flamer). But that is not all; with can instead equip it with a particle shredder, to literately shred any and all infantry swarms (orks and nids for example). Or if you need a longer range anti tank weapon (because getting within 12 inches will be very....unlikely), give it the twin-linked heavy guass cannon.
Wraiths: They are jump infantry, that ignore all Terran, can rend, have with the right upgrade they turn any opponents in base contact into initiative one..... also they have six strength, two wounds and a invulnerable of three. Also only 35 points (here is your solution for initiative 2)
Tomb blades: Are you tired of not having jet bikes in your army? Here you go... They are not much to look at,but take a look what i plan to do; I plan to give them particle beamers (strength six, blast), and upgrade their Ballistic skill to five, and give them stealth. They are fair bit more expensive now (about fifteen points more) but i believe this will assuredly...mess up any and all infantry i run into.
*note* if you plan to take one of the twin linked weapons..... don't take the upgrade to the ballistic skill, as you would not need it.
I would go on but, i have run out of time and i need to go somewhere, post comments on what you think, what you will do differently, etc.....
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Stalwart Tribune
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Tomb blades: Are you tired of not having jet bikes in your army? Here you go... They are not much to look at,but take a look what i plan to do; I plan to give them particle beamers (strength six, blast), and upgrade their Ballistic skill to five, and give them stealth. They are fair bit more expensive now (about fifteen points more) but i believe this will assuredly...mess up any and all infantry i run into.
*note* if you plan to take one of the twin linked weapons..... don't take the upgrade to the ballistic skill, as you would not need it.
good but mine will have all the trimming and plus i think stealth is a bit pointless as i will be using mine a rapid responce units so they won't be incover for more than a turn or 2! but hey it all depends on your tactics
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