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Made in us
Been Around the Block




Necron players,

I am playing a local guy who has just started playing Eldar.
He currently has 500 pts but is slowly expanding.
Currently, his army is roughly 6 jet bikes, 1 war seer on jet bike, 5x ??? slow-non fleet foot troops carrying Distort weapons (template or 12" range D).

In the first outing, the jet bikes were two groups of 3 with one having a Far Seer.

He upgraded the Jet bikes to have the shuriken cannon (S6, Assault 3, Bladestorm, 24")
His Move, Shoot, Assault Move 2D6 effectively extended his shooting range beyond my 24".
While I can harm him, with a reclamation legion, I can not reliably shoot and certainly can not get within the 12" range required to make my weapons effective.
His Str 6 shooting just produced too many wounds to save all of them.
Thats 9 str 6 shots from each group of bikes.

A minimum reclamation legion is 479 pts.
I fully upgraded the Tomb Blades with Shield Vanes and Nebloscope.
However, their str 5 weapons shoot 1 less shot, and have equal range.
His bikes are troops whereas I have buy foot troops before I can get my bikes.


We planning another game and I am looking for ideas.
Warriors/immortals just get plinked to death from range with no real chance to engage.

So I am looking for input on small lists dealing with Eldar bikes using Necrons.
I have most Necron models so almost any ideas are interesting.

Thanks guys

2K
3K: (EPIC)
3K: (EPIC) 
   
Made in us
Been Around the Block




After some thought, it would appear that AV13 could be an answer.
A Str6 weapon can not hurt it.

So I am considering the following list:


500Pts - CAD - Obj Sec.
CCB w/ Gauntlet of Fire / Nightmare Shroud / Hyperphase Sword
Ghost Ark - 10warriors
5x Immortals


The Jet bikes have to maneuver to get a shot at the rear armor (AV11 which they have a 33% of hurting).
Given 7 jet bikes, thats 21 Str 6 shots - 14 hits - ~4 hull points per turn on average (w/o guide).

My response might be the GA backed up the CCB covering its rear armor and giving shots in the same direction as CCB.
If they stay at 24" range, I ignore them maneuvering around to kill the Distort guys as first priority unless the Far Seer gets warp lance.
If he does, then then he is top priority.

The immortals hide and attempt to stay out of line of sight.
At some point, they might be used to take a turn of shooing.
But they can be taken off the board in a single round of Eldar shooting so they are almost single use.

The Eldar can assault but that puts them in range of my shooting for a turn.
Thats 20 shots Str 4/BS4 (20*BS.66*Str.5*Sv.5= ~3.3 wounds on average) from GA and 2 shots Str5 Tesla/BS4 ((2+(1/6)*2)*BS.66*Str.66*Sv.5 = 0.5 wounds on average).
So obviously, the CCB is there to protect the GA who has to do all the work for the entire army.


I would attempt to put that off as long as possible and then attempt to get charge with CCB.
OL with 2+ save, AP3 hits, he might last long enough


Thoughts?

2K
3K: (EPIC)
3K: (EPIC) 
   
Made in us
Regular Dakkanaut




Charlotte, NC

The problem with jetbikes and any Eldar vehicle is the jink.

I've had a lot of success with tomb blades and particle beamers. You can get a couple of them a turn with ignores cover.

At 500 points I'd be taking 5 of them. The rest I'd try some destroyers maybe but they are a little pricey at your points level.
   
Made in no
Regular Dakkanaut




Tomb Blades are actually very good against Windriders. 10 Windriders firing at Tomb Blades with shieldvanes kill on average four of them, three if ever-living. Return fire is harder to calculate due to the nature of blasts, but if we assume an average of two hits per Tomb Blade (blast likely covers three, 1/3 hit, some will scatter out and some will scatter and still hit 1-3) from ten Blades firing, you'll kill five and a half. Costs less too, at 24 per model. On top of that they massacre Guardians and can wreck a tank if the get rear armour.
   
 
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