Switch Theme:

Necrons and Nemesis Dreadnights  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Devious Space Marine dedicated to Tzeentch




Australia

What's the best way to bring down these puppies?

If a GK player fields dreadnoughts, Necrons have lots of solutions (CCB, Scarabs, Destroteks). Combined with solar pulse, we have a fighting chance.

However, if they have dreadknights it's a larger problem. A toughness 6, 4 wound, 2+/5++ monster is much harder for us to kill than any vehicle. Is a tarpit the only pracitcal solution, short of throwing in excess of 200pts at a <200pt model?

Short of relying on I can't see a way around them.

2000 pts

Compel wrote:
Because in a universe where the basic weapon is a rocket propelled grenade machine gun, with gigantic battletanks, 5 kilometer long spaceships, huge robots and power armoured supersoldiers, the most powerful guy you want to field on a battlefield is a bloke in a pointy hat carrying a stick. 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Destroteks will do a good bit of work on them, yes, they have a 5+ invuln, but they do wound on twos, and bypass that ever-so important Armor save.
I could see Wraiths and Lychguard working well against them.
Scarabs can munch away its armor save with one successful wound too

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in ca
Warp-Screaming Noise Marine




Canada!

Mind Shacklers are really cute solutions to monstrous critters. Warscythe attacks are about as good against it as they are against anything else.

It also has no FNP so trying to torrent it down with Destructors isn't out of the question.

I also wonder how well 3 spyders stack up to one. Don't they cost about the same?

Wraiths aren't a horrible tarpit for anything. I'd be worried about the instant death though.

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Yeah, one wound from a Scarab and its suddenly only got a 5++.

But seriously, its a T6 terminator with multiple wounds and it will almost never have a cover save.

Shoot it down, it will die to volume of fire.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Nihilistic Necron Lord




The best State-Texas

Lanceteks will kill it in about 5-6 shots.

You can still sweep it in your CCB, and that should be able to put a wound or two on it as well.

Tesla Destructors can work, but you'd need to throw more than one pair at it, and it really needs to be combined with some other aspects of your army.

I'd be concerned about throwing anything with Multiple wounds at it, due to the possibility of it Force weaponing you.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in au
Devious Space Marine dedicated to Tzeentch




Australia

Lucre wrote:Mind Shacklers are really cute solutions to monstrous critters. Warscythe attacks are about as good against it as they are against anything else.


Sasori wrote:I'd be concerned about throwing anything with Multiple wounds at it, due to the possibility of it Force weaponing you.


I'm inclined to agree with Sasori here. I'm reluctant to throw an O'Lord on foot at the D'Knight, because then there's the threat of instant death (D'nought CCW, S10). Given that the odds are already favouring the GK, I'm reluctant to rely on the Mind Shackle to succeed (mathammer gives me a 50% change of beating Ld10 on 3D6). Especially considering that I don't run Phase Shifters (I think the 45pts is better spent elsewhere).

But if I'm feeling particularly risk-loving, it's always an option (and I'd be lying if I said I'd never consider it).

2000 pts

Compel wrote:
Because in a universe where the basic weapon is a rocket propelled grenade machine gun, with gigantic battletanks, 5 kilometer long spaceships, huge robots and power armoured supersoldiers, the most powerful guy you want to field on a battlefield is a bloke in a pointy hat carrying a stick. 
   
Made in us
Daemonic Dreadnought






DexKivuli wrote:
Lucre wrote:Mind Shacklers are really cute solutions to monstrous critters. Warscythe attacks are about as good against it as they are against anything else.


Sasori wrote:I'd be concerned about throwing anything with Multiple wounds at it, due to the possibility of it Force weaponing you.


I'm inclined to agree with Sasori here. I'm reluctant to throw an O'Lord on foot at the D'Knight, because then there's the threat of instant death (D'nought CCW, S10). Given that the odds are already favouring the GK, I'm reluctant to rely on the Mind Shackle to succeed (mathammer gives me a 50% change of beating Ld10 on 3D6). Especially considering that I don't run Phase Shifters (I think the 45pts is better spent elsewhere).

But if I'm feeling particularly risk-loving, it's always an option (and I'd be lying if I said I'd never consider it).


Regular lords can take mind shackle, and the DK can't direct hits into it.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in au
Longtime Dakkanaut





Perth, Australia

Depends on your list, but a D&D combo might work?

   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

DexKivuli wrote:
Lucre wrote:Mind Shacklers are really cute solutions to monstrous critters. Warscythe attacks are about as good against it as they are against anything else.


Sasori wrote:I'd be concerned about throwing anything with Multiple wounds at it, due to the possibility of it Force weaponing you.


I'm inclined to agree with Sasori here. I'm reluctant to throw an O'Lord on foot at the D'Knight, because then there's the threat of instant death (D'nought CCW, S10). Given that the odds are already favouring the GK, I'm reluctant to rely on the Mind Shackle to succeed (mathammer gives me a 50% change of beating Ld10 on 3D6). Especially considering that I don't run Phase Shifters (I think the 45pts is better spent elsewhere).

But if I'm feeling particularly risk-loving, it's always an option (and I'd be lying if I said I'd never consider it).


actually unless they take the thunder hammer, they just have doom fists which are just nemesis weapons. i.e. power weapon and can forceweapon (do get +1 attack for 2 fists though). The thunderhammer however can get up to str 10 (minus an attack). The doomfists are str 6 hits. With hammer hand they can get up to str 7 but cannot force weapon you. Sword is also just str 6 base but reroll everything. See GK FAQ for additional details. (yes, it's been officially FAQ'ed already)

This message was edited 1 time. Last update was at 2012/06/22 08:09:06


+ Thought of the day + Not even in death does duty end.


 
   
Made in za
Fixture of Dakka




Temple Prime

USe mindshackle scarabs and watch it stab itself in the face until it dies. Bonus hilarity points if it brought a force weapon to the table.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in se
Ferocious Black Templar Castellan






Sweden

sudojoe wrote:
DexKivuli wrote:
Lucre wrote:Mind Shacklers are really cute solutions to monstrous critters. Warscythe attacks are about as good against it as they are against anything else.


Sasori wrote:I'd be concerned about throwing anything with Multiple wounds at it, due to the possibility of it Force weaponing you.


I'm inclined to agree with Sasori here. I'm reluctant to throw an O'Lord on foot at the D'Knight, because then there's the threat of instant death (D'nought CCW, S10). Given that the odds are already favouring the GK, I'm reluctant to rely on the Mind Shackle to succeed (mathammer gives me a 50% change of beating Ld10 on 3D6). Especially considering that I don't run Phase Shifters (I think the 45pts is better spent elsewhere).

But if I'm feeling particularly risk-loving, it's always an option (and I'd be lying if I said I'd never consider it).


actually unless they take the thunder hammer, they just have doom fists which are just nemesis weapons. i.e. power weapon and can forceweapon (do get +1 attack for 2 fists though). The thunderhammer however can get up to str 10 (minus an attack). The doomfists are str 6 hits. With hammer hand they can get up to str 7 but cannot force weapon you. Sword is also just str 6 base but reroll everything. See GK FAQ for additional details. (yes, it's been officially FAQ'ed already)


Considering they [Nemesis Doomfists] wound on a 3+ and are Force Weapons, the point is almost moot anyway.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in au
Devious Space Marine dedicated to Tzeentch




Australia

sudojoe wrote:Actually unless they take the thunder hammer, they just have doom fists which are just nemesis weapons. i.e. power weapon and can forceweapon (do get +1 attack for 2 fists though). The thunderhammer however can get up to str 10 (minus an attack). The doomfists are str 6 hits. With hammer hand they can get up to str 7 but cannot force weapon you. Sword is also just str 6 base but reroll everything. See GK FAQ for additional details. (yes, it's been officially FAQ'ed already)


I love what you're saying, and I hope it's true. I thought that:
a) Dreadnights were armed with two Nemesis Doomfists (GK p. 34)
b) Nemesis Doomfists count as Dreadnought Close Combat Weapons (GK p. 54)
c) A Dreadnought Close Combat Weapon doubles the user's strength in close combat (BRB p. 73)

As a necron player, I'd love to be wrong (which is highly likely, given I'm new to 40k).

This message was edited 1 time. Last update was at 2012/06/22 09:38:02


2000 pts

Compel wrote:
Because in a universe where the basic weapon is a rocket propelled grenade machine gun, with gigantic battletanks, 5 kilometer long spaceships, huge robots and power armoured supersoldiers, the most powerful guy you want to field on a battlefield is a bloke in a pointy hat carrying a stick. 
   
Made in fi
Dakka Veteran




DexKivuli wrote:
c) A Dreadnought Close Combat Weapon doubles the user's strength in close combat (BRB p. 73) for walkers

Red is mine. This is confirmed in GK FAQ, so NDK has only S6 with the fists. BTW, he can force weapon you with Hammer and Greatsword too, they're both Nemesis weapons.
   
Made in ca
Warp-Screaming Noise Marine




Canada!

DexKivuli wrote:

I'm inclined to agree with Sasori here. I'm reluctant to throw an O'Lord on foot at the D'Knight, because then there's the threat of instant death (D'nought CCW, S10). Given that the odds are already favouring the GK, I'm reluctant to rely on the Mind Shackle to succeed (mathammer gives me a 50% change of beating Ld10 on 3D6). Especially considering that I don't run Phase Shifters (I think the 45pts is better spent elsewhere).

But if I'm feeling particularly risk-loving, it's always an option (and I'd be lying if I said I'd never consider it).


I'm not even all that into jumping my overlords out all the time. I tend not to like to play recklessly and like to keep my advantages. I'll say that there are an awful lot of ways to hit something with a warscythe other than walking an overlord into it, and there are quite a few that cannot be picked out of a squad or have 6 toughness on their own. A necron also benefits from being partially instant death proof when it is in a squad. Shackles will hopefully be adding to your pseudo invulnerable save.

Necrons tend to have to move away from Internet standard optimal choices to field more shackles or real hard cc units (wraiths are durable and ubiquitous, but outside of multi charges are not the hardest). This might be a fun learning experience though,because such units can really kick butt and make your game completely different.


More ideas:
Death marks. Mc or rock hunters. In multiples these guys are gimmicky but dependable. Especially in scythes.
Lychguards and lord. Seems like about as good as we get for terrifying countercharge units.
2 lords 8 warriors in an ark. It's a really meaty and killy scoring unit. You'll want to start playing around it more though.
2 wraith units a spyder unit and a scarab unit. Fast attack full of good stuff and a delayed punch for your wraiths to benefit from. Plus added synergy of psychic protection, faster scarabs and more scarab wounds.
Lastly destroyers arent all that bad, will never be engaged by the damn thing and are a pain to devote fire to killing when in small squads. Preferred enemy ought to be getting better soon on top of that so you may want to pick up a couple.

Oh ya! Destroyer lords are alright if you don't love sweep attacks as much as I do.

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Longtime Dakkanaut




C'Tan stack up against them pretty well, even without any extra CC goodness (gaze, time, etc).

Wraiths+DLord works pretty swimmingly as well.

As another mentioned, throwing some scarabs at them first can make them a dead MC walking.

Triarch Praetorians could be particularly nasty in two weeks assuming the JI first strike works with full CC weapon attributes (rend/entropic for the VBs)
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

Don't sleep on deathmarks...

People don't play them often, but well supported by the right royals and they can be a stellar anti-deathstar/MC squad.

Though my 'tight' necron army doesn't include them, I often get sucked into these big 2500 point fights... and I'd be remiss if I didn't have a maxed squad of deathmarks at the ready to rip apart those hard targets.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

A harp would be able to take out the Dreadknight's armor wouldn't it?

Isn't it AP2?

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Longtime Dakkanaut




Think its AP 5? It's definitely not AP 2, would be amazing though.


Automatically Appended Next Post:
junk wrote:Don't sleep on deathmarks...

People don't play them often, but well supported by the right royals and they can be a stellar anti-deathstar/MC squad.

Though my 'tight' necron army doesn't include them, I often get sucked into these big 2500 point fights... and I'd be remiss if I didn't have a maxed squad of deathmarks at the ready to rip apart those hard targets.


Fair point Junk, Rending will account for a decent chunk of wounds by itself, and if so desired the 2+ will make him have to sweat through a bunch of die rolls. DMs are going to be pretty nasty in 6th as well if all the birdies are to be believed.

This message was edited 1 time. Last update was at 2012/06/23 04:55:18


 
   
 
Forum Index » 40K General Discussion
Go to: