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Made in us
The Hive Mind





A Monolith moves 6" a turn max. A Tervigon can move ~9" a turn if it doesn't assault and ~13" the turn it assaults.

If you think that a Monolith can somehow avoid being assaulted while trying to keep things inside its (relatively short) range, a Flyrant can do the exact same thing and you're far less likely to be able to "run away".

And models in your unit never block LoS - but a Monolith wall isn't a great idea because it blocks LoS in both directions. You need range to nuke the Nidzilla list.

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Made in us
Longtime Dakkanaut




rigeld2 wrote:
A Monolith moves 6" a turn max. A Tervigon can move ~9" a turn if it doesn't assault and ~13" the turn it assaults.

If you think that a Monolith can somehow avoid being assaulted while trying to keep things inside its (relatively short) range, a Flyrant can do the exact same thing and you're far less likely to be able to "run away".

And models in your unit never block LoS - but a Monolith wall isn't a great idea because it blocks LoS in both directions. You need range to nuke the Nidzilla list.


If you get a Tervigon trying to chase down a Monolith, you've already done your job.

Flyrant is a more realistic possibility though. Still, it's a risk. You are far from guaranteed a kill (really it's about 50/50), then your Flyrant is left with his pants down and a risky teleport to Deleware sitting directly in front of him.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Well, I do tend to have good luck with monoliths, but in this case, the MCs are the issue, and one template a turn at 24 inches won't solve that problem IMO
I do still love my monolith though


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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. 
   
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Freaky Flayed One





http://www.dakkadakka.com/dakkaforum/posts/list/0/510696.page#5335584

Running vs Nidzilla this weekend. My list.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Not a bad list, i think I'd benefit from owning some Ghost arcs and another flyer or two. we'll see

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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 us
Discriminating Deathmark Assassin





Out of my Mind

While I think catering your list to beat one guy is kinda meh, you could go with unconventional Necron units that people haven't really mentioned.

1) Trazyn the Infinite: Get Trazyn in with those Gaunts. The tricky part would be using Scarabs or Wraiths to multi-charge to make base with multiple units making one HUGE combat. Empathic Obliterator will do some serious work at this point. Saw a Grey Knight player do this to Demons, small groups of Purifiers -> multi-charging making it one big combat -> and each Purifying Flame hitting ALL the demons.

2) Flayed Ones: (Gasp I said it!) I really don't understand the hate on these guys. No they're not great, but they don't suck by any means. Put em in Reserve, and when you Deep Strike em, move the DLord w/Orb out to join them. With Imotekh, they won't scatter if you can guess which his most aggressive unit is that won't be shot at. With Zahndrekh, they'll come on in response to his Mawlocs. Both will get them where they will be another speed bump for your opponent, and at the cost of your Wraiths, you can almost a full unit of Flayed Ones. If not, just put them on the board with an Orblord, and if Zahndrekh, then give them Counter-charge.

3) 'Tremor'teks: Slow those Gaunt units down, but more importantly drop him to I1 if he decides to charge. Every Nid player will tell you how much they hate not having Grenades. Having any of your units making their attacks before Gaunts will almost make you feel like a Marine. I think Warriors still hit and wound on a 3+ which should kill a fair amount, and reduce what he can move into base on his 3" Pile-in. Once his charge is done, there is little either of you can do to each other, until either his MC's show up to finish off the combat, or you bring in what you want.

No these are NOT the greatest ideas, but the sooner you deal with his tarpits, you'll leave him with little to actually do. Yes you still have to deal with the Flyrants and Mawlocs. Tervigons aren't that difficult by comparison to take 1 or 2 down unless he's got them all 30" away from your line, which should make it easier to pick something else. In all missions except Annhiliation, I see the Tervigons being the biggest problem, but being able to deal with them and slowing/stopping his scoring unit capabilities. In Annhiliation games, you want those guys down a wound or 2 until the end of the game. In all the missions though, he almost wants you to deal with his Mawlocs/Flyrants because they are there to deal with you, and he's not expecting them to live.

This is all based off my experience with Nids, hope it sheds some light on what you're trying to do.

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Made in us
Legendary Master of the Chapter






Speaking of which, Do nids have ignore cover or move through cover?

you could always do wws on a shard to slow them down quite a bit and your own mc can probably take down a few mc it self.

edit (plus that one cyptec lord thing that makes difficult terrain dangerous)

This message was edited 1 time. Last update was at 2013/02/28 16:14:36


 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 us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

They have move through cover
I was thinking that a Ctan would get drowned in invuln saves from poisoned attacks...those gaunts would wound it on a 4+
Against MC's he'd do fine, but I doubt i'd be able to get him to a monsterous creature.

This message was edited 1 time. Last update was at 2013/02/28 16:19:59


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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 us
Legendary Master of the Chapter






well then the solution would be to lock up the guants in cheep scarabs and fight mc with mc, its like fighting fire with fire

 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 us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Hrm....that isn't a bad idea...run scarab farm....I may just try that

Bedouin Dynasty: 10000 pts
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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 us
Freaky Flayed One





If I was going to a tourney I wouldn't tailor my list for one person, but this is a guy I play all the time and he tailors his list against me, so its like an arms race. Right now his MC's are demanding I do something different, or get smoked repeatedly.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I'm saying i've yet to beat this guy, and I'm asking the community for advice to help me win. Other than that, he always takes the same list...can't help but tailor at this point.

Bedouin Dynasty: 10000 pts
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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 us
Foolproof Falcon Pilot





Scarab farm is what i suggested on the first page. Its really the only way for Crons to reliably beat nids. Spyders are better than tervigons in combat for the point cost (both hit on 4s, both wound on 2s with smash, but spyders have a LOT more attacks and wounds for the same cost). Be careful of FHTs though, as they ID bases of scarabs very easily. Have to down them fast, then they are easy to assault and remove.

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Made in us
Freaky Flayed One






Best to worst additions imo:

#1 option: get 6 A. barges. Yes, that feels cheesy, but they can do everything (kill tervis, kill the flyrants, kill the trygons later). They don't care about cover. They can also decently shoot while moving 12". Plus, the 6" arcing is very nice for the gants, since he wants to keep them that close to the tervi for the buffs.

#2 option Deathmark squads. I would take multiple 5mans and not 10mans (harder to deepstrike, more variance in reserves rolls, and more TMCs marked). The despair tek is nice, but is a somewhat costly way for one wound. Deep strike or use a scythe.

#3 option full destrotek court. Jump in an ark for protection. This will help bring the tervi's down, but cover will dampen your day. Maybe take one squad to make him re-think movement.

This message was edited 1 time. Last update was at 2013/02/28 21:55:13


 
   
Made in us
Fixture of Dakka





San Jose, CA

 zephoid wrote:
Scarab farm is what i suggested on the first page. Its really the only way for Crons to reliably beat nids. Spyders are better than tervigons in combat for the point cost (both hit on 4s, both wound on 2s with smash, but spyders have a LOT more attacks and wounds for the same cost). Be careful of FHTs though, as they ID bases of scarabs very easily. Have to down them fast, then they are easy to assault and remove.

Tyranids can actually deal with the scarab farm quite easily.

Dual flyrants will just murder the scarabs with twin-linked devourers. But you know what's worse? Just 1 Enfeeble and that means scarabs are getting insta-killed by gant shooting or furiously charging gribblies. It gets worse with Enfeeble and biovores, as each wound will kill 2 scarab bases.

Scarab-farm could work, but honestly, tyranids have the tools to easily deal with them.



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Lance teks seem a far superior option to Scarab farm, as well as CCB lords. As a Tyranids player, the only thing that Necrons have that scares me are Mind Shackle Scarabs and Kill Point games


 
   
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Scuttling Genestealer




Atlanta, GA

I hate to say it, but a Lychguard unit with Warscythes is devastating to a slow Tervigon based army. I had one march through 2/3 of my army killing 2 Tervigons, 6 Hive Guard and all of the Termagants I could throw at it. They just kept getting up and it was a huge unit with Obyron and Zandrekh in it. Plus it had 2-3 of the Template flamers (str 8 ap 1 guys). I also had 2 Trygons in that list and they went down to concentrated firepower from Crypteks and Destroyers with AP3 weaponry.

I normally drown something like that in bodies, but this thing was just un-killable.

   
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Grey Knight Psionic Stormraven Pilot




California

@OP

Truth be told there is no counter strong enough to make an impact with necrons. The best choice of action would be to take a small allied force of SW and take a rune preist with JoWW, and Murderous Hurricane, outfit him with chooser of the slain and possibly (consider giving him terminator armor - allcomers/nice needed protection especially from the shooting he will be taking from your opponents flyrants trying to shoot him up on the first turn). He alone would pretty much deal with his army, fing up all his psychic power FNP and Iron Arm Crap, lining up his MC's and instakilling them. dropping down hurricanes (although he probably wont be) on some closing gaunts slowing them down. Take a 10man unit of grey hunters and give them a flamer and melta gun for free. ( finally a drop pod-allcomers nice way to get an easy first blood on an unexpecting tank and line breaker immediately if you want not that you probably can't by other means).

Ideally
runepreist
JoWW, Muderous hurricane

10 Grey hunters
flamer flamer, flamer melta < one of those

250pts.

I bet you 20$ bucks this squad makes up 2x to 3x its points standing on an objective and assassinating MC's.

Plan of attack
Turn 1
JoWW a Tervigon ( prioritze kill the one's that haven't pooped out) and kill it.( If your lucky with all the MC's your opponent has out you might be able to mark up a couple)
Barges shoot up the flyrant warlord first and drop him (Only if in range of assault by your Wraithwing). You then assault it and kill him.
You should have both FB and Warlord now

Turn 2
JoWW another Tervigon and kill it
Barges shoot up (Second Flyrant if you know you can take it down through massed fire or Wraithwing) termagaunts giving protective bubble around Tervigon 3 and the horde that would be closest to next be able to assault you next turn and diminish those numbers.


Nec Ground troops
give supporting fire and continue to thin out numbers of termagaunts (realize I never say shoot at the MC's that's beacuse for you they aren't the problem, the gaunts are, the Tervigons can poop out and each turn you should knock out 2 Tervigons from JoWW and the Wraithwing respectively therefore you just need to keep his guants from tarpitting you) Wraithwing then assault Tervigon 2 and Tevigon 2 dies.
These guys should be close by your Allied force to protect them from units trying to get into assault with them

Rinse and Repeat.

You should be able to affeectively take out 2 MC's per turn focusing all your forces on a peice of his army rather than the whole thing each turn very much similiar to Grey Knights.
By turn 3 he should be down close to relatively half if not more of the monstrous creatures and the horde should seem much less intimidating.

Hope you can take something from my suggestion; if not the strategy probably more over the allied detachment. Have a good one

This message was edited 3 times. Last update was at 2013/03/01 01:30:43


2500pts 2000 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

@deztiny, that is some good advice. Lord know my Necrons haaaate JOTWW. Tervicgons will hate it too.

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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 us
Scuttling Genestealer




Atlanta, GA

Just be mindful of Shadow in the Warp if you decide to take that Rune Priest. I faced a dual Jotww list and my opponent forgot about SITW. I shut down both of his attempts at Jotww, and then added those tasty Rune Priests to the Biomass pools.

   
Made in us
The Hive Mind





Yeah, the last time I faced a Jaws priest he perilsed the first attempt, then failed the second due to Shadows. Then I precision shot him dead.

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Made in us
Numberless Necron Warrior






When I play against my friend who plays MC tyranids, I get beat up every time but I have found things that work well.

War scythe Lychguard with a lord will very quickly chop his MCs up but can be bogged down with termigaunts quickly. For 200 points still a solid option. Sword and shield would also work but they have a harder time wounding.

Destroyer lord and TPs with particle casters and void blades. They fair a bit better because of their greatly increased mobility.
I wouldn't recommend the rod option but they too have some viability.

Regular destroyers do work quite well but my buddy always kills them first. With preferred enemy and ap3 they do a nice job of getting rid of the big guys.

Monoliths work okay and they are nice to have if they have raveners. They just have to avoid smash attacks. Other than that they usually have free reign over the board.

Annihilation barges are excellent at making sure those flyrants drop from the sky. Unfortunately for me they also provide great targets for his hive guard. However with the MCs getting their armor saves they bring them down but much slower than on would like.

Things that don't work.

Ghost arks and warriors, although it maybe different in your cause. Wounding on 6 isn't going to get you anywhere but they do a nice job of hurting his termigaunts. The ghost arks always seem to die quickly.

Scarabs, I just played a game last night and tried them out. They managed to put one wound on the tervigon and then quickly died. This was even with 10+ blob produced from my spyders. Anything with a decent weapon skill will make them hit on 5s then you will be wounding on 6s

Not sure about a cryptek blob, I'm a little iffy on using that because you won't kill a MC in a single turn,and feel no pain will lessen your damage as well. Still a solid option but not my favorite.

Deathmarks I find to be mediocre. They do not put out enough shots to bring the big guys down but they are more successful than warrior blobs. So definitely worth a look. You may have more luck than myself.

I like the idea of space solve allies, RPs, long fangs and great troops. The only downside is they can't score.

Opinions are like donkey-caves, everyone has them and they all stink.

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Made in us
Freaky Flayed One





I posted my list up above. I ended up taking wraiths instead of Marks. My buddy ran 2 tervs, 2 Flyrants, and a brood of 3 fexes. I smoked him. CCB's are crazy good against Nidzilla. I also split the immortal squad into 2 5 man, one in a scythe. Wraiths swamped a fex pod for 4 turns, killing one. Anni barges killed a flyrant and grounded another for the CCB on turn 1. Very good list against Nidzilla.
   
 
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