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Made in us
Dakka Veteran





So after being on the forums for a while, the default forum Necron list appears to look something like the following:

HQ:
Destroyer Lord

Troops:
5 Warriors w/ Night Scythe
5 Warriors w/ Night Scythe
5 Warriors w/ Night Scythe

Fast Attack:
6 Wraiths - 2 w/ Whip Coils
6 Wraiths - 2 w/ Whip Coils
6 Wraiths - 2 w/ Whip Coils

Heavy Support:
3x Annihilation Barges


I play Necrons; however, I don't run this list (don't have the models). I am curious though as to what weaknesses does this list have and how would someone defeat it?

   
Made in us
Legendary Master of the Chapter






Anti Air
Anti Tank
Str8+

Pretty much new Tau.


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Regular Dakkanaut





Each segment of this list has weaknesses that can be exploited.

While the Destroyer Lord is great in combat and everything, it's still a combat Warlord, so the list gives up StW quite often, unless a different HQ is brought.

Wraiths are comparatively weak to small arms fire -- against things like Pulse Rifles or Bolters, a single Wraith is no better than two marines, and we know how easy marines are to blow away if you have good torrent of fire.

Night scythes are great and all, but their defenses are middling for flyers. They're hardier than Dakkajets or Eldar Flyers, but less so than Heldrakes or Vendettas. A good AA force will ruin Night Scythes, and thus the ability of the Necron player to put scoring units upfield.

Lastly, Annihilation Barges and Nightscythes both carry the amazing TL Tesla Destructor -- amazing but for one weakness: 24" range. If you can outrange the Annihilation Barges, you can neuter a lot of the Necron player's firepower. You can't easily deal with the Scythe Destructors, but that's what your AA is for.

A well-optimized Tau army has a general advantage vs this Necron list. Broadsides or Riptides with Interceptor can put enough fire into Wraiths and Flyers to down them effectively and massed Fire Warriors can also down Wraiths especially easily, while most other things can outrange the Barges. Combine that with outflanking Kroot that can take objectives against 5 man warrior squads, and you have an army that Necrons are hard-pressed to win against.

Dark Eldar also can do well against Necrons -- night shields can really make the Necron firepower unable to hit the range of DE Raiders, Ravagers, and Venoms.

The Necron Net List is very strong. There are a lot of synergies to it, and it takes advantage of a lot of 6th edition meta trends. However, it's not unbeatable.

   
Made in nz
Longtime Dakkanaut



New Zealand

Yep its certainly not unbeatable, in fact I've seen it getting smashed quite a bit recently as people have worked out how to deal with it. The problem that most lists have with it is that they can't deal with all the elements of the list. If you bring the torrent you need to drop the Wraiths then you get shot up by the Barges and the planes drop guys on objectives late and win, if you bring heavy AT to kill the Barges then the planes run rampant and you get run over by Wraiths and if you go AA heavy then you can't deal with the Barges and will struggle with the Wraiths. Not many lists can deal with all three elements, but I've found that if you can deal with two then you at least bring games back to at least 50/50 odds (i.e the Necron player actually has to play well to beat you).
   
Made in us
Longtime Dakkanaut




I've found all foot lists have very little trouble against the Necron Net List if played competently. Take out the Wraits/DLords, and then focus on the ABarges. As long as you can control the board before the planes start dropping Warriors, the late game Warriors shouldn't have any meaningful real estate to nab by the time they come in.

Also, don't waist firepower on the Night Scythes unless you have Skyfire or all the ground targets are out of range/dead. I see this list win a lot of games because people stubbornly try to take down the Night Scythes with inefficient shooting.

This message was edited 2 times. Last update was at 2013/06/14 03:10:38


 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Lascannons and having something that can tie up the Wraith unit for several turns.

My last game against Necrons was basically against this list. Though his was more like this:
Spoiler:
Destroyer Lord
Destroyer Lord

7 Warriors w/ Night Scythe
7 Warriors w/ Night Scythe
8 Warriors w/ Night Scythe

6 Wraith w/ 2 Whip Coils
5 Wraith w/ 2 Whip Coils
5 Destroyers

Annihilation Barge
Annihilation Barge


My list (from the top of my head) was this:
Spoiler:
Wolf Lord w/ TDA, TH, SS, SotB
Wolf Priest
Rune Priest w/ CoftS, JotWW, MH

Wolf Guard (x3 TDA, Combi-Plasma, Wolf Claw; x1 Drop Pod)

Grey Hunters (10 w/ x2 PG, x1 WS, x1 MotW; x1 Drop Pod)
Grey Hunters (10 w/ x2 PG, x1 WS, x1 MotW; x1 Drop Pod)

ADL w/ Icarus Lascannon

CCS w/ Lascannon

PCS w/ x4 Flamer
PIS w/ x1 Flamer, x1 Lascannon
PIS w/ x1 Flamer, x1 Lascannon
PIS w/ x1 Flamer, x1 Lascannon
SWS w/ x3 Flamer

Vendetta Squadron (2 w/ Heavy Bolter Sponsons)


My list is accurate but his is from memory. Game was 1750 points, and I'll admit luck was more on my side and he went second. How things went:

Spoiler:
Pre-Game: Hammer and Anvil, Big Guns Never Tire, 3 Objectives, and Night Fighting on Turn 1. Necrons won the roll-off and chose to go second.

SW/IG Deployment:
- ADL was strung across the most forward point possible, walling off most of my line.
- The CCS was put down with the Icarus Lascannon on my right flank.
- The PIS were all combined and were placed on my left flank, near one of the three Objectives.
- SWS and PCS were embarked on the Vendetta Squadron and into Reserve.
- All my SW Eggs were in one basket.
- A three story manufactorum building (built basically like this) was between the CCS and the combined PIS blob. It was at an angle so the forward corner in the linked picture was almost touching the ADL wall. I was able to draw line of sight to the PIS Blob from the CCS, but anything going after the CCS would have their movement hindered if they then tried to go after the PIS and vice versa.

Basically I did this so I would have nice fire lanes and be able to delay the enemy from hitting one unit in combat if they committed to the other unit. I didn't have a whole lot to work with.

Necron Deployment:
- Annihilation Barges were deployed far enough back I could not shoot at them due to Night Fight.
- Primary DLord and large Wraith unit were deployed opposite my CCS, just behind a hill. Wraith are so tall I was able to see their top half regardless.
- Destroyers were deployed just behind the above unit.
- The other DLord and smaller Wraith unit were placed in Deep Strike Reserve.
- Necron Warriors + Night Scythes of course were in Reserve.
- I think the idea with the Wraith/DLord deployment was to limit where my Drop Pods were going to come in. There is also an Objective on the hill's slope.
- The third objective he also placed and it was back, 12" in from his board edge
- He had second thoughts about letting me go first and tried to Seize. Failed to.

SW Turn 1:
- HQ/WG Drop Pod comes in (doesn't scatter) and a GH Drop Pod comes in (doesn't scatter). I deployed my HQ/WG Drop Pod right behind his Destroyers, 7" from the board edge. The GH Drop Pod was placed between the Annihilation Barges and his Destroyers.
- GH disembark into a Crater; HQ/WG disembark to line up JotWW...
- JotWW takes out 2 Destroyers out of the 3 I lined up on. 3 Combi-Plasma and a Bolt Pistol manage to finish the remaining 3 Destroyers. I get First Blood and the Destroyers maintain their "do nothing" reputation for this Necron Player.
- Lascannons manage to cause a single wound to the Wraith.
- Grey Hunters pot shot at one Annihilation Barge and manage a Weapon Destroyed and to pop their shields.

Necron Turn 1:
- Annihilation Barges try to get out of Rapid Fire range of the Grey Hunters. Either they wiffed their shooting or were unable to shoot due to movement (I want to say it was the latter).
- Wraith/DLord charge my HQ/WG squad.
- MSS nearly kill off my Warlord because I challenged him (he did not challenge me). He's down to 1 wound thanks to his own Thunder Hammer and botched 3++ saves. Spectacular. I manage to cause some wounds to Wraith, possibly kill one. Rune Priest suffered one Rending wound.

SW Turn 2:
- Reserves fail to arrive. Night Fight was gone.
- Believe I was unable to LOS the Annihilation Barges with my CCS, but the PIS still manage to pop one (I think! May have been the GH)
- Combat is gross. Rune Priest dies. Wolf Lord survived. Wolf Priest takes a million 4++ saves though (Rending) and I am slowly carving down the Wraiths.

Necron Turn 2:
- Only 2 Night Scythes arrive and they fly down the board.
- Annihilation Barges shoot at my first Grey Hunters unit and take several out, but not a lot of Arcing.
- DLord

SW Turn 3:
- Vendettas Arrive. Drop Pod arrives
- I drop my second GH Pod nearly on his board edge, as that is where his Annihilation Barge(s) ran off to. It doesn't scatter either. My GH are claiming an objective at this point and in rapid fire range on the Annihilation Barge.
- Bring it Down! with my CCS and PIS pop both Nightscythes despite Jink. AP2 helps with this. Getting a lot of Penetrating hits also helps. Rolling 2 sixes out of 3 shots with the PIS helps (thank you re-rolls). If they were Missile Launchers, they'd still be on the table. And thus I realize "stopping power" is a term applicable to weapons in W40K and not just other games and real life...
- My 1st Grey Hunters are still mostly intact. I have them charge into the Wraith/DLord to help tie up the DLord. Its nearly dead and I really need to finish off these Wraith.
- My memory gets fuzzy here on what happens in combat exactly...

Necron Turn 3:
- Third Nightscythe arrives. He is not optimistic about its chances for survival. DLord/Wraith arrive via Deep Strike. No scatter!
- He Deep Strikes behind the building so the CCS can't see them but the PCS can. I'll have to move to get into rapid fire range and there is no escape for the squad...
- Two warrior units (both were 7 man of course; he caught no breaks) walk on the board edge next to an Annihilation Barge to try to deal with my Grey Hunters.
- I only lose one or two Grey Hunters from the second squad.
- More combat stuff happens... will get to that.

SW Turn 4:
- I screw up cause we get in a rush to finish. Forget to move my second Grey Hunter pack so they can charge into the Warriors.
- I disembark my SWS behind my CCS to help with the new threat then move my Vendettas forward. They drop the third Nightscythe with ease.
- PCS jumps out of the Vendetta onto the hill objective and doesn't scatter too badly.
- I end up rapid firing my Grey Hunters instead of charging into combat cause of a massively bad play mistake. Either this turn or the previous turn his other Annhilation Barge dies to them.
- My SWS is able to land an amazing number of hits with their 3 Flamers. I'm also able to FRFSRF! with the Blob, but I largely wiff on both To Hit and To Wound. Truly abysmal rolling. He loses like 3 Wraith still, but its not enough.
- more combat happens with the first Wraith unit

Necron Turn 4:
- Third Warrior unit walks on the board. 2 advance on my second Grey Hunter pack and widdle them down. They only advance because he needs the objective.
- He's been completely unable to kill any Drop Pods with shooting when nothing else was in range this game, so I'm pretty much getting Linebreaker anyways (as will he).
- One Warrior unit (I think one of the first ones to walk on) are running towards the middle objective.
- Second DLord splits off and charges my PIS, his Wraith hit my SWS blob. I lose combat with the PIS and get wiped in a Sweeping Advance and learn the importance of Commissars. SWS of course get wiped, but Wall of Death and 6 Guardsmen are able to fell another Wraith and cause a wound to another.
- Initial Wraith/DLord unit are still fighting my now single Wolf Guard and Wolf Priest. I manage to kill his DLord but it came back IIRC.


At this point the game technically ends. We had something we had to do. But we both agree that this would likely have happened:

- Wolf Priest/Wolf Guard would likely finally die to the single Wraith and DLord (if he came back, pretty sure he did).
- Handful of Grey Hunters left might be able to take out a unit of Warriors
- My PCS was going to ground on the objective using Incoming! so would survive any shooting, but the second DLord or remaining Wraith minimally would likely have a good chance to kill it due to being Jump Infantry.
- My CCS, despite being a Commander and HWT at this point due to shooting from the Nightscythes, have a chance to shoot and kill the DLord with their single Lascannon that can get LOS. If he hauled after the PCS they'd get 2 BS4 Lascannon shots at him.


Note on the first combat: Terminators can really tie up Wraith if you have a few Invulnerable saves interspersed in there. Model position is very important. My Wolf Priest's 4++ was keeping things alive a lot longer than it should have, and Fearless was keeping me locked in. He and the Wolf Guard basically were what pinned down that DLord and Wraith unit. I had them locked for 4-5 whole turns, which really really hurts the Necron player.


It wasn't a good match up really. I was kind of top heavy IMO. Got really lucky for the first few turns of the game. I think he would have won under normal circumstances, but the game still taught me a few things.

Final Score: I had Linebreaker, First Blood, two KP from the Annihilation Barges, and an Objective. He had Warlord (accursed resurrection taking it away from me!) and Line Breaker and one Objective (I think).

If it went into turn 5, I was a pretty even chance that I would have had only 3-4 VP to his 5-8 VP. Best case for me it would have been 6-7 VP to 5 VP.


TL;DR

- Something enduring in combat can really tie up the Wraith. Fearless and Invulnerable saves is largely important when trying to do that. Otherwise volume of fire and shoot them down ASAP.
- Some Anti-Air or enough Twin-Linked Lascannons will be able to handle the Night Scythes.
- Annihilation Barges need to die. Lascannons help with that too.


Really though, the Warriors have to get out to claim Objectives, and the Flyers can't turn on a dime. Play the mission and take out those 15 Warriors and they'll have a harder time winning 66% of the time.

   
Made in us
Discriminating Deathmark Assassin






I guess it depends on how many points you're playing. I've stopped playing wraiths just because I've finally come the to the realization that, duh, 6E is all about shooting not CC as much anymore. I have found the NS to be a Godsend - right up to the point where you're playing against Tau

Recently I've resurrected my deathmarks and they've regularly delivered for me. I run a 5 man squad with a naked harbinger of despair in a NS. The NS is actually critical to how the whole unit works so I'm not taking it just to have a flyer on the table. In my current 1850 list I run three units like that. If I'm lucky they all show up at the same time - or at least two of them - and fly over and gang up on a single unit that's been marked for death. Nothing I mark ever survives three units and usually two will do the trick. So that's something you don't see on the net lists that often. I'm also starting to run more DSs now. Nothing like a S10 AP1 line of death to ruin your opponents day, eh?

I used to run the ani barges and in lower point games I definitely run anything that's AV13. Once you get around that 1500 point threshold though they start getting popped.
   
 
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