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Made in us
Blood-Raging Khorne Berserker




South Chicago burbs

I'm interested to know how other people have been using their necron troops.

I like using both warriors and immortals, but on objective missions, I find it difficult to keep them alive if the game goes on to turn 6-7.

I really don't like the night scythe. If I have to make a last turn move for the objective, and the transport is destroyed the unit goes into reserves. That's if the scythe on a large flying stand with armor 11 even makes it to late game...

I have tried using 1-2 ghost arks, but they are pricey and don't help the immortals.

I have been running a list with 2 units of immortals with a VOD to try and deepstrike onto an objective turn 5 but your vulnerable to mishap, dangerous terrain tests, and left open if the game doesn't end that turn.

I generally run 5-7 man tesla immortal squads with a despair/VoD along with a medium sized warrior blob supported by a ghost ark with 5 warriors.

The rest of my list performs pretty well, but i feel like the weak point is my troop survivability. (2x 6 wraiths, 2 anny barge, IC on CCB etc.)

Does anyone else have similar issues, or have advice on making them more survivable?

insaniak wrote:
YMDC has plenty of room for discussion veering away from the RAW, particularly in cases like this where what is being put forward as the RAW is absurd.

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Made in us
Arch Magos w/ 4 Meg of RAM






keep one or two out of LOS, knockdown models that are in LOS and you can cut off future shooting, then rez the models.

have models rez intelligently, most people will just put them back up where they were standing, this is wrong (and dumb) use the free movement to your advantage.

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Made in us
Blood-Raging Khorne Berserker




South Chicago burbs

Yeah that's a good point about using the RP placement to your advantage.

My problem isn't with keeping my troops alive during the first 4 turns of the game, it's turn 5 when I have to come out o hiding and stand on an objective. It just seems like if the game doesn't end that turn, your unit is toasted.

What's your strategy during objective missions? Do you play for the tie and just try to hold the objectives closest to your deployment, or are you aggressive and go for the win by taking the objectives near your opponent also?

If I can hold my objectives, I can send my fast units to contest theirs, but if they are already preoccupied, then that isn't always an option.

insaniak wrote:
YMDC has plenty of room for discussion veering away from the RAW, particularly in cases like this where what is being put forward as the RAW is absurd.

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Made in us
Regular Dakkanaut







I think it really depends on the list composition.

I tend to play hybrid wraith/ scarab farm with imotekh, so troops are more of a liability for me than anything else. I used to take full squads of blaster immortals with a veiltek, to DS behind vehicles and shoot them up. The problem is they blow something up and then they get assaulted and likely swept. So, I have switched to 3 smaller squads of warriors, one of which has a veiltek, a chronotek, and Imotekh, while the rest are just bare bones. Then I put them in reserve or have them hide out of LOS to claim home objectives. Towards the end of the game, the veil squad DSes to a cleared enemy objective to claim it. This build leaves more points for the rest of the army to be really killy and apply a lot of pressure, so that the opponent cannot concentrate on tracking down and wiping out the small warrior squads.

If you run a foot list, you have to do the opposite - take max squads and give them a sarge with scythe and rez orb, or use a phaeron to give them relentless, then support them with ghost arks (for warriors). 3-4 maxed out immortals I hear do well as well due to concentration of tesla fire. I think though performance is very dependent on the opponent's list, whereas the previous build is not.

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Ironically enough, the tactic I've found worked best for me in the majority of my objectives games has been Monoliths: drop one by an out of the way objective, late game teleport a unit over to claim it. That combined with the old mainstay of the 5 Warriors off in reserves to walk on for home objectives has won me a few games, as I'll usually be contesting the rest of the objectives on the field.

 
   
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Longtime Dakkanaut




Indiana

One of the problems I have been running into with my lists is limited mobility. I am currently trying to counter it with monoliths and a veil tech. However how many troops do you think we need, in models and choices at 2000 points

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