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Made in us
Unhealthy Competition With Other Legions






Tied to a bedpost in an old motel, confused and naked.

Everything(just about) is limited to 24 in. Now what does this mean exactly? It means you have to get within the range of everyone else's guns! This kinda came as a shock to me my first few games and how bad this kind of sucks. So I think a good point to keep in mind is to run cover to cover best you can. This goes for just about every unit.
If you can get your army within 24 in unscathed, the battle is yours.
Another good point is getting your beloved wraiths to the enemy without having your numbers dwindle on the way. So deep strike behind cover close to the enemy. You can't assault after deepstiking, so you wouldn't want to throw your babies right in back of em. Although, you could deepstrike them right behind their tanks. The tanks can't hit you, and their soldiers can't shoot through them.
I'll add in more later, but for now, you guys throw in some and I'll update the OP!

 
   
Made in us
Dakka Veteran





There are 2 tactics I use depending on the point value and generally what I fielding.

Make The Lord take the hits. - the first tactic I use is to put a lord with a weave in the units that can take them and then put him in front so all wounds are allocated to his now 2+ save first. Dlords do this well with wraiths. It is a gamble since statistically, you'll eventually roll a 1; however, it usually doesn't happen after saving a ton of wounds. Add a resOrb and you have a 50:50 chance to put him back in front ready o take another round. If he survives to the enemy, you have a war scythe with someone's name on it (as well as a MSS).

Ghost Arks shells - if you are playing less aggressive, run ghost arks with warriors and use their AV13 she'll to protect and rebuild the warriors inside and to prevent LOS for any troops behind it. Since the arks are Open Top, all troops inside can fire their weapons and seriously hurt anything within the 24 inch range. Get the within 12 and the rapid fire will hopefully make your opponent twitch.
   
Made in us
Cosmic Joe





From what I can tell, you gotta play aggressive yet careful at the same time. Deepstriking is always risky but if it works well, it can really hit hard.



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Made in us
Regular Dakkanaut





VA, USA

What about not deep striking the wraiths? Is there any way to infiltrate them?

While they are singing "what a friend we have in the greater good", we are bringing the pain! 
   
Made in us
Nihilistic Necron Lord




The best State-Texas

 poppa G wrote:
Everything(just about) is limited to 24 in. Now what does this mean exactly? It means you have to get within the range of everyone else's guns! This kinda came as a shock to me my first few games and how bad this kind of sucks. So I think a good point to keep in mind is to run cover to cover best you can. This goes for just about every unit.
If you can get your army within 24 in unscathed, the battle is yours.
Another good point is getting your beloved wraiths to the enemy without having your numbers dwindle on the way. So deep strike behind cover close to the enemy. You can't assault after deepstiking, so you wouldn't want to throw your babies right in back of em. Although, you could deepstrike them right behind their tanks. The tanks can't hit you, and their soldiers can't shoot through them.
I'll add in more later, but for now, you guys throw in some and I'll update the OP!



You never, ever want to deepstrike your Wraiths.

1. You'll likely be in rapidfire range. This is really bad for Wraiths, remember they are only as tough as 12 marines to volume of fire.

2. Being bunched up is just asking to get hit by things like a battle cannon.

3. You lose the advantage of a Dlord being able to soak up wounds.

4. You're at the whims of reserve rolls.


The Best thing to do with Wraiths, is have a Dlord lead them. The 2+ can soak up a lot of fire, and you can LOS! any Ap1-2 wounds onto the wraiths. Deepstriking is going to be a bad idea 99% of the time with Wraiths. Honestly, you should be able to close the gap by turn 2 most of time, turn 3 at the worst, which is when you would be assaulting out of deepstrike anyway.

If you want Long Range, consider the Tesseract Ark. It can put out 3 strength 7 AP 2 blasts a turn at 48' range.

4000+
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Made in jp
Proud Triarch Praetorian





^
Listen to this man.
(if Sasori gives advice, consider it metal zombie gospel)

Regardless, this thread doesn't exactly seem relevant. There are detailed Necron tactic threads which one can browse that contain a wealth of knowledge.
Yeah, there's a lot of junk in those threads as well, and it would really help if someone were to go through them and concisely compile them all into something more useful, but unless you're willing to do that, I don't know how much this is going to contribute.
:/

 
   
Made in gb
Rogue Grot Kannon Gunna





I'm with Poppa G on this one. Just getting into the Necron codex and I am also uneasy (luckily it is a game so I'm not that uneasy) with the limited range and having to rely on one or two models to do the firing while the rest moved into range of a gun line. My tactic is to play them as allies out of an ADL for a while to see how it works and build from there (and not to deep strike wraiths!). Probably ending up with a Ork-Necron or vice versa to get the most out of the codex.

 
   
Made in za
Fixture of Dakka




Temple Prime

Necrons in my experience work surprisingly well with Grey Knights and Chaos. Both can provide solid counter assault capacity and the GKs provide excellent psychic defense and share your sweet spot in terms of shooting. Chaos of course, offers Heldrakes to torch blobs of anything softer than a Terminator, deep striking Termicide, Juggerlords and Abaddon, cheap cultists or tough as nails plague marines, and long range firepower in the form of predators, forgefiends, and havocs.

Of course, Orks, Tau, and the Guard also work pretty well.

 Midnightdeathblade wrote:
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Made in gb
Longtime Dakkanaut





Perth, Australia

I really hope the OP was trolling

Necrons continue to have one of the strongest codexes in the game....we don't really need allies (although anti psyker allies have a place) and we don't need ADLs. As has been pointed out by Skoffs there are literally hundreds of tips out there, so if you are having issues, perhaps post a list and some context as to the problem.

The comment about limited range is ludicrous . GK also have a 24 inch bubble, and most other marine based armies work to this range as well (I think). They don't have tesla weapons, which give you 2 free extra hits on each 6, and they don't get to come back 1/3 of the time after they die. They also don't get AV13 transports, AV13 HS units for 90pts, most of their HQ's can't force you to beat yourself to death etc etc. [/end rant]

@Jasper, suggest you post your list and the problems you are having. Will be very happy to help.

@kain, Agree on the GK anti psyker, but not on counter assault. For the price of 1 full terminator squad, you can get a squad of wraiths that will actually get into combat as they are much more mobile.

tbh, I think allies actually works better in reverse, with Necrons shoring up weaknesses in other army lists (particularly pure GK mobility issues).

   
Made in us
Swift Swooping Hawk





Massachusetts

MarkCron wrote:
tbh, I think allies actually works better in reverse, with Necrons shoring up weaknesses in other army lists (particularly pure GK mobility issues).


They make great allies for Chaos Space Marines too.

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Made in us
Pyro Pilot of a Triach Stalker





LaPorte, IN

Sasori is spot on and your Wraiths are out of play until turn 3 at the earliest, which is how long it will take you to just move there with normal movement or in the diagonal deployment, you can assault on turn 2 allot of the time.

Keeps Wraiths alive is a simple matter of multiple threat deployment. You simply haven't to force your opponent to focus on one thing while two others attack or spread out the firepower in a way that Wraiths excel at with their resilience.
   
Made in us
Sneaky Lictor





Louisville, KY

Mark and Sasori have this.... (anyone with a handle from the Akatsuki is win in my book)

When it comes to wraiths, they have both aggressive and defensive uses... there are so man variables that its really hard to even list them.

I play mine more "surgical" than smash mouth. In certain lists they are anti-assault troops. Used to protect something. Other times they go through and around terrain to separate and attack key models. and finally sometimes I send them in mass across the board looking to tear into something.

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