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Made in jp
Proud Triarch Praetorian





So by now we all know how durable new Necrons are, but we also know they're a little lackluster in the killiness department compared to their previous incarnation.
Granted, they've got no problem killing most things infantry based (MEQ and TEQ, even Horde to a pretty decent degree), but when faced with FMCs and high toughness MCs and particularly Imperil Knights the codex seems to stutter.

As far as I can tell, our best bets are:
T7+ MCs = tarpit with Wraiths / sic Deathmarks onto
FMC = chase with Doom Scythes (seeing as how, RAW, they can be targeted by blast weapons by flyers)
IKs = Void Blade Praets / Pincer attacking Heavy Destroyer units x2?
Everything else seems too slow or unreliable.

Anyone have any better tactics?
(aside from "just ignore them", please)

 
   
Made in us
Regular Dakkanaut




Against non-fliers you could try Lychguard with warscythes. Stick ten of then and a Cryptek with chronometron and the solar staff in a Night Scythe. Move in, surround your target as best you can, and pop the staff. They're basically immune to shooting, and what can take them on in close combat?

An Imperial Knight can charge them, but on average he'll only kill 1,7 of them (let's be generous and say two), and then he'll take 16 Warscythe hits to the face, with is quite likely to take him apart.

A Wraithknight has an extra attack and isn't susceptible to armourbane, but with no D weapon the Lychguard will get their RP roll, which is likely still 4+ due to both Cryptek and Decurion bonuses.He kills one,, then takes three wounds in return.

Instead of charging I suppose they could try to run away, but if you've surrounded them properly it'll be hard to get as much as 12" away, so that'll just be giving you the charge instead.
   
Made in jp
Proud Triarch Praetorian





Lychguard never really seem like a good offensive option. Yes, with Scythes they'll take apart anything they can catch... but the trick is catching them.
Every non-footslogging movement option they have will leave them sitting there for a turn doing nothing.
DK? Will just teleport away.
WK/RT? Too fast for them.
IK? Same.

Has anyone actually taken LG against these targets and had good results?

 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






I don't see the issue with IK. Now that telsa got nerfed, and decursion gives relentless, gauss is my prefered pick and everyone who can have it does so, and my lists pack so much of it that vehicles are not an issue.

Vs MCs I just spam guass and deathmarks at them. Sometimes it's enough, but if not it is up to my warriors to just tarpit them.

If they are really a problem then you could take a blob of warriors/flayed ones, and put a destroyer lord with the fleshbane scythe in there.
   
Made in us
Loyal Necron Lychguard





Virginia

I like how people don't give Destroyers any credit. I played the Destroyer cult backed up by footslog infantry and the Judicator Battalion last night and beat down pure Khorne Daemons with my friends new Bloodthirster model and a daemon prince. Destroyers can even put wounds on Flyrants as it ignores their armor or makes them jink. And then of course Tank hunting Gauss is nice.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Possessed Khorne Marine Covered in Spikes



NY

Heavy destroyers are amazing against all that except fmc's. I was originally using a destroyer cult but found the normal destroyers just werent pulling their weight so now I just use 3 squads of heavies in my HS slots. Been taking 8 lately and they are the all stars of all my games so far. The only downside is you cant use a decurion with that set up if you were going for that.

As for fmc's I dont think we have a real answer for them other than ignoring them and using our durability to weather the fire. Doom scythes can be used if you want but I'm not liking necron flyers with this book as much as the last one. If you are really worried about them you can use the gauss sentry pylons but again thats a unit im not too fond of with their current rules.

This message was edited 1 time. Last update was at 2015/03/15 19:33:48


Where is your saviour now?

"War is an act of force, and there are no limitations to the application of that force" - Clausewitz 
   
Made in no
Regular Dakkanaut




 skoffs wrote:
Lychguard never really seem like a good offensive option. Yes, with Scythes they'll take apart anything they can catch... but the trick is catching them.
Every non-footslogging movement option they have will leave them sitting there for a turn doing nothing.
DK? Will just teleport away.
WK/RT? Too fast for them.
IK? Same.


Lychguard in a Night Scythe have an amazing range, moving 36+6+D6. You can easily surround the target, making it impossible for it to make any move that it'll take it more than 8-9" away from them, even with a 12" move. A 3" charge the next turn really isn't hard to pull off. A Riptide might have a chance if it can activate the reactor and get a lucky roll, but if not? It'll go down in a fluffy of blows.

Now, catching the next jumping monster will be tricky, I'll grant you that, but in most cases there is something slower to deal with, or an objective to grab.
   
Made in us
Loyal Necron Lychguard





Virginia

Khornatedemon wrote:
Heavy destroyers are amazing against all that except fmc's. I was originally using a destroyer cult but found the normal destroyers just werent pulling their weight so now I just use 3 squads of heavies in my HS slots. Been taking 8 lately and they are the all stars of all my games so far. The only downside is you cant use a decurion with that set up if you were going for that.

As for fmc's I dont think we have a real answer for them other than ignoring them and using our durability to weather the fire. Doom scythes can be used if you want but I'm not liking necron flyers with this book as much as the last one. If you are really worried about them you can use the gauss sentry pylons but again thats a unit im not too fond of with their current rules.


I mean, Night Scythes work wonders. I don't know why everyone keeps worrying about FMCs. If they're melee based, they have to land and we have a turn to deal with them. If they're ranged or psychic, chances are they're not doing enough damage to be that big of a deal to us. Flyrants would probably die to Night Scythes, and Fateweaver with the grimoire is just broken in general, so that doesn't really count.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Fixture of Dakka



Chicago, Illinois

Destroyer Lords are basically Non - MC , MC and I think people need to realize that. Sure they're not flying, but they got some serious ability in Damage reduction as well Damage out put, having a Warscythe just ups their damage.
It's pretty insane and I feel their perfect at dealing with MC because they just dont die.
Decked Out they'll run you a pretty penny in points but they're basically Nigh Invulnerable.
Of the multiple games I've played with them I've yet to lose one with this Combination.
Destroyer Lord w/ Warscythe, Phase Shifter , Orb Of Eternity or Res Orb , Phylactery
It doesn't look like much but the Res Orb gives you the ability to in a Clutch reroll the 5+ or 4+. It's pretty amazing.

This message was edited 2 times. Last update was at 2015/03/15 23:52:01


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Possessed Khorne Marine Covered in Spikes



NY

 krodarklorr wrote:
Khornatedemon wrote:
Heavy destroyers are amazing against all that except fmc's. I was originally using a destroyer cult but found the normal destroyers just werent pulling their weight so now I just use 3 squads of heavies in my HS slots. Been taking 8 lately and they are the all stars of all my games so far. The only downside is you cant use a decurion with that set up if you were going for that.

As for fmc's I dont think we have a real answer for them other than ignoring them and using our durability to weather the fire. Doom scythes can be used if you want but I'm not liking necron flyers with this book as much as the last one. If you are really worried about them you can use the gauss sentry pylons but again thats a unit im not too fond of with their current rules.


I mean, Night Scythes work wonders. I don't know why everyone keeps worrying about FMCs. If they're melee based, they have to land and we have a turn to deal with them. If they're ranged or psychic, chances are they're not doing enough damage to be that big of a deal to us. Flyrants would probably die to Night Scythes, and Fateweaver with the grimoire is just broken in general, so that doesn't really count.


I've generally been ignoring flyers and fmc's and winning the objective game. I use cad so my troops have obsec and most fmc's arent doing squat to my ghost arks unless they land and assault in which case my destroyers will eat them. I've felt fine without night scythes so far.


Where is your saviour now?

"War is an act of force, and there are no limitations to the application of that force" - Clausewitz 
   
Made in us
Loyal Necron Lychguard





Virginia

Khornatedemon wrote:
 krodarklorr wrote:
Khornatedemon wrote:
Heavy destroyers are amazing against all that except fmc's. I was originally using a destroyer cult but found the normal destroyers just werent pulling their weight so now I just use 3 squads of heavies in my HS slots. Been taking 8 lately and they are the all stars of all my games so far. The only downside is you cant use a decurion with that set up if you were going for that.

As for fmc's I dont think we have a real answer for them other than ignoring them and using our durability to weather the fire. Doom scythes can be used if you want but I'm not liking necron flyers with this book as much as the last one. If you are really worried about them you can use the gauss sentry pylons but again thats a unit im not too fond of with their current rules.


I mean, Night Scythes work wonders. I don't know why everyone keeps worrying about FMCs. If they're melee based, they have to land and we have a turn to deal with them. If they're ranged or psychic, chances are they're not doing enough damage to be that big of a deal to us. Flyrants would probably die to Night Scythes, and Fateweaver with the grimoire is just broken in general, so that doesn't really count.


I've generally been ignoring flyers and fmc's and winning the objective game. I use cad so my troops have obsec and most fmc's arent doing squat to my ghost arks unless they land and assault in which case my destroyers will eat them. I've felt fine without night scythes so far.



Well yes, that is a very valid strategy.


Automatically Appended Next Post:
Hollismason wrote:
Destroyer Lords are basically Non - MC , MC and I think people need to realize that. Sure they're not flying, but they got some serious ability in Damage reduction as well Damage out put, having a Warscythe just ups their damage.
It's pretty insane and I feel their perfect at dealing with MC because they just dont die.
Decked Out they'll run you a pretty penny in points but they're basically Nigh Invulnerable.
Of the multiple games I've played with them I've yet to lose one with this Combination.
Destroyer Lord w/ Warscythe, Phase Shifter , Orb Of Eternity or Res Orb , Phylactery
It doesn't look like much but the Res Orb gives you the ability to in a Clutch reroll the 5+ or 4+. It's pretty amazing.


To add to this, I played my Destroyer lord for the second time last night. First game he was with Flayed Ones that got shot to bits, but single handedly took on a whole unit of S7 AP2 Killa Kans. Second game, he held in a challenge against my friends new Bloodthirster model for like, 4-5 rounds of combat, until the BT rolled four 6s to wound, causing instant death, and I failed one. So yeah, Destroyers Lords are ridiculous.

This message was edited 3 times. Last update was at 2015/03/16 03:13:09


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in au
Freaky Flayed One




I don't see regular MCs and IKs as very difficult. We have plenty of tools for T8 or AV13 if we care to bring them.

FMCs are definitely the hardest to kill. But which FMCs are actually scary? Flyrants are generally considered to be amazing but they do laughable damage to decurion infantry, and they need rear shots on vehicles to do reliable damage. There aren't really any spammable FMCs that hurt Necrons much.
   
 
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