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Made in us
Tail-spinning Tomb Blade Pilot





Metro Detroit

I was just wondering what everyone thought about anti tank units for Necrons with their newest codex. I'm expanding my army and would love to see a good discussion with the pros and cons of each anti tank choice.

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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Best antitanks -

Scarabs

Stalker's Heat ray

Wraiths

Everything with gauss

Anything with warscythes

Heavy destroyers are alright, but they are a bit tricky to use compared to above.

What I have
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Irked Necron Immortal




On the train headin down to delicious town

You forgot lanceteks.

Scarabs are awesome but also a high priority target for your opponent...bring a few tomb spyders to bulk up thier numbers before you move in. With a 12 in charge your scarabs should be able to eat something fairly quickly.

A warscythe equipped overlord in a catacomb command barge is also a steal. You can move flat out over a vehicle hit him on a 4+ on the rear armor with S7 +2D6 armor pen...whats not to love oh and you can take 2 of them!

I have no real experience with the stalker.

Wraiths will work well with their S6 but are better used at tying up and killing infantry i think.

Gauss is the same now as it was then minus the mosly useless autowound on a 6.

Heavy Ds are still over priced for what they do in my opinion. I like the fact that we can hide them in regular destroyer squads now...but they are still damn pricey for what is essentially a Lascannon.

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Made in gb
Death-Dealing Ultramarine Devastator






Scarabs are redicules for destroying tank lines quickly.
C'tan are also funny to watch, especially when you give them entropic stirke.
Ability to take 12 warscythes in an army does seem over the top but it is a good way of killing tanks.
Wraiths are good unless av is 14 on rear.
Haveing a stalker walk up and to your opponent and tell him you are shooting a 2 shot multi melta at his favourite tank from 12" away, is always priceless.
Gauss only works in large numbers (what the point of Heavy Gauss cannons haing it, I don't know)

Scarabs are the best choice for tank killing though.

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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

smUrfsrUs wrote:
Gauss only works in large numbers (what the point of Heavy Gauss cannons haing it, I don't know)


Good thing warriors come with gauss weapons base then
I think the reason why H.G cannons have it is because of fluffy reasons.
I mean, their name does say Heavy Gauss Cannon

And in my experience, I found wraiths to be better transport killers than infantry killers.
I dunno why, I just had more luck using them against transports than actual infantry squads.
Might be because of the D. Lord I stick with them.

This message was edited 1 time. Last update was at 2012/05/17 17:58:33


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Executing Exarch





The Twilight Zone

Use overlords with scythes to drive by tanks, and simply wreck them. You can get multiple tanks in one turn, establishing a 2' death raidus if you flat out.

Lanceteks buried in a ghost ark with a bunch of warriors will probably do something to armor. Not to mention the ghost ark contributing more gauss.

Triarch stalker heat ray. If it fails, the rest of the army twin links against the tank, guaranteeing death.

Scarabs and wraiths for assaulting armor, but players can keep their tanks moving quick so you will need 6's to hit.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
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The best State-Texas

Dr. Serling wrote:Use overlords with scythes to drive by tanks, and simply wreck them. You can get multiple tanks in one turn, establishing a 2' death raidus if you flat out.

Lanceteks buried in a ghost ark with a bunch of warriors will probably do something to armor. Not to mention the ghost ark contributing more gauss.

Triarch stalker heat ray. If it fails, the rest of the army twin links against the tank, guaranteeing death.

Scarabs and wraiths for assaulting armor, but players can keep their tanks moving quick so you will need 6's to hit.


You can only sweep one unit.

You can however sweep 12' and get out and assault another though.

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Made in us
Grisly Ghost Ark Driver





Bay Area CA

This is too easy:

My favorite for sheer embarrassment for you're enemy is destroying a LR with a guass wall in the form of warriors or immortals.

I REALLY like storm teks, but a -3 on a glance damage is eh.

Best though, I'd say are CCB overlords, Destroyer Lords, Tomb Stalkers/C'tan/Spyder MC's, Guass wall, tesla destructors+tank hunters from Nemesor!

   
Made in us
Tail-spinning Tomb Blade Pilot




New York, USA

When the nightscyhte comes out, a lychguard unit w/warscythes and a stromtek will do worse things to vehicles than slannesh does to an attractive eldar....

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Made in us
Tail-spinning Tomb Blade Pilot



Texas

IronfrontAlex wrote:I REALLY like storm teks, but a -3 on a glance damage is eh.
The "Haywire" glances & pens don't get the "-" ap modifier.

To the thread topic, I just don't see anything that compares with scarabs. Yeah, they draw fire - and there's a reason for that! Basic rule of 3's -

A 45-pt 3-base scarab unit auto-kills *any* stationary vehicle.**

A 6-base unit auto-kills any combat speed vehicle.

An 18-base unit auto-kills any flat-out/cruise speed vehicle.

But the main one is the first - a three-base scarab unit will make life hell on your opponent just by enforcing that he *must* keep moving within 24" or so of the measly little bugs. It's no wonder they draw fire - the alternative is to live with the risk of forgetting the little bugger is there, and/or getting a "stun" or "immobilize" result that turns you into scarab-chow. You can't unload your "stuffs" or fire all your weapons while they're hanging around, just irritating to the point of distraction.

** - stationary vehicle auto-kill: 3 scarabs attack w/5 per == 15 attacks, average 7.5 AV reduction and then 15 average 7.5 strength attacks == about a 75% chance even an AV14 vehicle is hors de combat, and a virtual certainty that it's at least rolling around with a Dark Eldar type AV rating afterwards.
   
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From England. Living in Shanghai

I'm surprised no-one has mentioned the Death Ray. It may be on a vulnerable chassis, but it has the ability to destroy several vehicles in one go. Great vs parking lots.


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Proud Triarch Praetorian





Dr. Serling wrote:Use overlords with scythes to drive by tanks, and simply wreck them. You can get multiple tanks in one turn, establishing a 2' death raidus if you flat out.
please explain your logic here.

 
   
Made in us
Longtime Dakkanaut





That stormlord power is pretty good. A bit too good since you really can't counter it.
   
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Tail-spinning Tomb Blade Pilot



Texas

Kevlar wrote:That stormlord power is pretty good. A bit too good since you really can't counter it.
Grossly undependable, and I'm a big proponent of Imotekh. The problem is you can't count on killing or slowing down that charging rhino, all you know is that he'll probably kill something.

This can be frustrating.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Im supprise more people have not mentioned the lance/chrono court.

4x Ho`Destruction + 1 Solar Pulse.
1x Ho`Eternity + Chronometron.

=200pts

They compare favourably to long fangs.

Anti tank- Better than long fangs. Using the Chronometron to re-roll as late as possible (eg. on the damage table not the to hit roll) gives ~10% better chance of destroynig AV12 than 5 S8 alone.

Anti infantry/MC- Better than long fangs. AP 2 compared to AP 3 means they are great for terminators, Paladins and MCs with 2+ Sv or FNP.

Movement- Better than Long Fangs. The lances are assault and the chronometron effectivly gives them move through cover.

Durability- About the same. The 4+ Sv and RP is the same as 3+ Sv and the Crypteks get to re-roll 1 save.. Against AP 3 or better the Crypteks are tougher but against AP 4 the Fangs are tougher. The Cryptecs however are very difficult to wipe out in one turn as their RP happens after the shooting/assault phase ends.

Range- Long Fangs are better. 48" compared to the Crypteks 36" + 6" move however the crpteks ability to move and shoot means that they can get LOS more easily in some situations.

Solar pulse- Awsome ability to prevent the Cryptecs (and the rest of the army) getting shot for a turn.

IMO the Lance/chron court is the necrons best ranged anti-tank unit.

This message was edited 1 time. Last update was at 2012/05/18 12:58:11


 
   
Made in gb
Helpful Sophotect





Hampshire

Randall Turner wrote:
IronfrontAlex wrote:I REALLY like storm teks, but a -3 on a glance damage is eh.
The "Haywire" glances & pens don't get the "-" ap modifier.


The Voltaic Staff isn't worded the same way as the Haywire Blaster (where what you've said is true).
With the Blaster, it's clear that the hit and Haywire are separate effects. The staff doesn't make the same distinction.

YMDC thread:
http://www.dakkadakka.com/dakkaforum/posts/list/450262.page
   
Made in us
Tail-spinning Tomb Blade Pilot



Texas

The Infinite wrote:
Randall Turner wrote:
IronfrontAlex wrote:I REALLY like storm teks, but a -3 on a glance damage is eh.
The "Haywire" glances & pens don't get the "-" ap modifier.


The Voltaic Staff isn't worded the same way as the Haywire Blaster (where what you've said is true).
With the Blaster, it's clear that the hit and Haywire are separate effects. The staff doesn't make the same distinction.

YMDC thread:
http://www.dakkadakka.com/dakkaforum/posts/list/450262.page
You're misinterpreting the arguments in that thread. The argument in favor of applying the -1 mod centers around the causing weapon still applying its AP value. The Haywire Blaster has an AP 4. Hence, no mod.
   
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I know its not one of the more popular units but Triarch Praetorians with Void Blades and Partical Casters do bad things to vehicles, particularly accompanied by a Destroyer Lord.
   
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Longtime Dakkanaut




Indiana

Best anti tank? I have to go with nemesor. Giving any unit in the army tank hunter I think makes him best anti tank. A unit of immortals can now pen a rhino. A doom scythe auto pens a razorback. Warscythe almost auto pens rear armor 10. Makes lance court or heavy destroyers 9/10 respectively. Helps get around the eldar serpent field.

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Helpful Sophotect





Hampshire

Randall Turner wrote:
The Infinite wrote:
Randall Turner wrote:
IronfrontAlex wrote:I REALLY like storm teks, but a -3 on a glance damage is eh.
The "Haywire" glances & pens don't get the "-" ap modifier.


The Voltaic Staff isn't worded the same way as the Haywire Blaster (where what you've said is true).
With the Blaster, it's clear that the hit and Haywire are separate effects. The staff doesn't make the same distinction.

YMDC thread:
http://www.dakkadakka.com/dakkaforum/posts/list/450262.page
You're misinterpreting the arguments in that thread. The argument in favor of applying the -1 mod centers around the causing weapon still applying its AP value. The Haywire Blaster has an AP 4. Hence, no mod.


Not really, there are several issues brought up through the thread and whether the voltaic staff gets a -1 for being AP- is one of them. That is quite apart from the possibility of it getting 8 penetrating hits against a vehicle or whether the haywire only goes off once regardless of hits. Or what happens if the gun's base strength is enough to penetrate normally; do you roll for penetration then move on to haywire, or does the haywire take the place of the normal process.

I mentioned the Haywire Blaster because its rules specifically state that you resolve the hit before rolling for haywire, something the rules for the voltaic staff does not. With the blaster being AP4, modifying the damage result wasn't an issue anyway.

Frankly, the staff has so much ambiguity, you'd better prepare to argue you corner if you use it as I can guarantee if you try the "4 normal hits, -1 for AP-" then "4 rolls of haywire, no penalty" you will get arguments, hell you're likely to if you try and roll for haywire more than once (rightly or wrongly dependant on you POV).
   
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Tail-spinning Tomb Blade Pilot





Metro Detroit

Scarabs it is...I forgot just how much range they have

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Stealthy Kroot Stalker






U.S.

No mention of the Tesla Destructor? Coming from the IG, who everyone knows love love their autocannons, I'd love a 4 shot S7 gun. Granted it is at half range and AP-
   
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Warp-Screaming Noise Marine




Canada!

I feel like it's a bad idea to rely too heavily on close combat tank gutting. I'm sure if you think about it the problems are pretty obvious.

The sweep attack on the barge is an incredible option. It ignores cover, always hits rear and is usable during a 24 inch move. The average roll for 2d6 is also a 7. So that's pretty good. It also sets you up nicely to shoot at what pops out, or assault it, with your units.

You'll also find the doomscythe is pretty overlooked. It often acts like another barge in lists that you'd run both in, albeit a lot less exciting of one. Doesn't have to roll to hit, strength 10, +1 on damage tables, can raze parking lots. You can even give people some cheesy arguments about cover and line of sight with it!

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Lucre wrote:I feel like it's a bad idea to rely too heavily on close combat tank gutting. I'm sure if you think about it the problems are pretty obvious.


I disagree with this, particularly with Necrons. The key to effective CC Anti Tank is hitting still targets, in which case it becomes vastly superior to shooting. The key to doing that is shooting it the turn before. The key to this is having weapons all over your troops selection that can Shake/Stun Vehicles. Which you have. So...
   
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Tail-spinning Tomb Blade Pilot



Texas

They don't have to be "still", just "not moving at cruise speed" - which, luckily, they can't do and still use their searchlights. Most of them. Except for the ones that can, and then some of those you can't really shake/stun either.

I hate those friggin' guys.
   
Made in us
Longtime Dakkanaut




Randall Turner wrote:They don't have to be "still", just "not moving at cruise speed" - which, luckily, they can't do and still use their searchlights. Most of them. Except for the ones that can, and then some of those you can't really shake/stun either.

I hate those friggin' guys.


True, although the immobilized/stunned ones die quickly.
   
 
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