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Made in ca
Dakka Veteran





Actinium wrote:
@cryage Let's talk about ghost arks. Do you consistently get to use the warrior repair function following around a warrior blob or does the ark just act as a big ablative armor 13 vehicle the opponent is compelled to shoot before they shoot the blob? With two ghost arks and a res orb the numbers get so crazy where the opponent needs to kill like 10 warriors just to get 1 reliable death and he needs to keep that up every turn until it's wiped out, I can't imagine anyone ever not killing them first.


Absolutely the ghost arks draw A LOT of gunfire, and i love that. People love to keep their lascannons as far back as possible so i take advantage of that with the 2 solar pulses in my list. Only about 1/2 my opponents shots will even be in nigt figting range (being generous with that number as well) and of those shots that can see the ghost arks, only about 2/3 will land, and less than even 1/3 of those will pen/glance the arks.

Also i run wraiths, a command barge, 2x annihilation barges and scarabs so i have a lot of targets that are threats so i force my opponent to make tough choices

Total Finecast models purchased: 5
Total models without Finecast issues out of those purchased: 0
... "Finecast" 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

I agree with Azazel on most counts.

2x CC Barge Overlords are pretty much mandatory. Their offensive capability and durability for such a cheap cost is just a beastly combination. On top of that the fact that they unlock the Royal Court is awesome. Then you can also consider making them CC orientated which while taking points away from other areas, are not wasted points (I personally don't do this but I can definitely see the attraction). They reward an aggressive playstyle by getting in your opponents face and causing all kinds of havoc.

After you take these fellas you have to start looking at the support units. Anything fast and resilient or just plain spammed works well. Hence you begin to look at Wraiths, Scythes (of both varieties) and Veilteks with Deathmarks. Adding a TA in this sort of build just doesn't fit the playstyle. Having a unit hang back for a turn to fire means less threat saturation on their side of the board, thus giving your opponent an easier time in the shooting/assault phases.

I personally don't think much of Destroyers or Scarabs. Gave them a try , they didn't work well for me. Maybe that's just my playstyle though or I played them incorrectly. I can't be sure they don't work in certain lists. The same may be said for the TA. I just don't see them having a role in a CC Barge heavy list, and since CC Barges are one of the most competitive units in the codex I see little reason to experiment.

2x Solar Pulses are also better than 1. Necrons have the ability to play almost like Mech DE but with more resilience and shorter ranged but more powerful weapons. Essentially you have the mobility (in aggressive lists) to hit a section of the enemy line and make it crumble. Having 2 Pulses gives you 1 turn to get get into position and a 2nd turn to initiate the alpha-strike...All the while keeping slow/static long range support units out of the picture.

Defensive lists probably play differently. You know, the kind with multiple Ghost Arks and Doomsday Arks and a crap ton of warriors on foot. But I still find it very hard to swallow a 175pt vehicle that when it moves suddenly becomes a lot less effective. That's just me though. My playstyle doesn't suit this kind of build.

To the OP I suggest reading some Batreps, see what playstyle you are interested in and work from there. For aggressive lists check out Jy2's batreps and for defensive check out Mercers. You can get to see what units compliment each other and how the lists in general work. Both kinds have had great success.

Looking for games in Shanghai? Send a PM 
   
 
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