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Made in se
Fresh-Faced New User




I play Orks and play against my friend with Necrons. I still haven't managed to win and it's getting pretty frustrating!! He shoots my army to pieces and then his three Night Scythes drops off 3x12 people wherever he likes and finishes off the rest. Oh, by the way, did I mention that I have to kill each and everyone of his guys like five times before they really die...
Hia army composition looks like this (1250p):

2x10 Warriors (in Night Scythes)
1 Warlord & 5 Immortals (in Night Scythe)
3 Tomb Blades
5 Flyed Ones
1 Ghost Ark
10 Warriors (in Ghost Ark)

As you can see this is a lot of fire power. The troops and scimmers on the ground is a minor problem, Meganobz with Power Klaws takes care of that. The biggest problem is the three Night Scythes that I can't touch. Sure, I use Lootas but I need to roll sixes and then 4+ and he always jinx which means 4+ save. Still haven't managed to shoot a single one down...

I would really appreciate some good advice on how to pick those Night Scythes apart (I really, really hate those flyers!!).

This message was edited 4 times. Last update was at 2015/10/15 10:45:19


 
   
Made in gb
Longtime Dakkanaut





UK

That's over 1250, so play at the points level you agreed at or not at all.

YMDC = nightmare 
   
Made in se
Fresh-Faced New User




Ohh... My bad!
It's 3 Tomb Blades and NOT Annihilation Barges...
And there were some other quantity errors. Corrected them now.

This message was edited 1 time. Last update was at 2015/10/15 10:07:39


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Your opponent is either lying to you, or *really* bad at maths, because that list you posted is over 2100pts!

It also has too many FA choices.




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 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Longtime Dakkanaut





UK

Right, that looks a bit better. Still calculated it to be 1054 or so, but that's not including upgrades.

What do you have access to model wise?


Automatically Appended Next Post:
 vipoid wrote:
Your opponent is either lying to you, or *really* bad at maths, because that list you posted is over 2100pts!

It also has too many FA choices.





I think Xander10 meant that there are three Nightscythes, not three Nightscythes by themselves and then three more for the troops.

This message was edited 1 time. Last update was at 2015/10/15 10:11:50


YMDC = nightmare 
   
Made in se
Fresh-Faced New User




Correct, 3 Night Scythes with troops in them, not six.

I have access to pretty much everything. I've been going with Ghazghkull's Bullyboyz, plus lootas and some deffkoptas (single for objective grabs, but they never make it to the final round since I can't hide them due to the Night Scythes).
   
Made in nl
Flashy Flashgitz






Lootas my friend. They hurt warriors realy bad!

Str 7 so wound like every necron on a 2+ and are AP4. So no 2 saves for those guys! Plus you can shoot from afar and are even decent anti air if you manage to hit!

Other than lootas i like to use Dakkajets. Str 6 ap4, also nasty against warriors.

And Bikers! Bikers work very well againts Crons in my experience. Put a painboy biker with them and watch them go! (Zhadsnark is really a boss! (FW) )
Bikers can save against most small arms and then use their feel no pain. They are fast and can hit hard!

I would stay away from Battlewagons, they are to expensive for their viability against necrons.

Also from my own experience. Its better to go for the kill against necrons than grabbing objectives. (Still, take the easy ones when you can)

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Made in us
Battlewagon Driver with Charged Engine





Have you tried playing maelstrom with trukk boyz? Deploy the trukks empty and let them drive 24" and get the objectives, then they'll draw fire next turn.
   
Made in us
Dakka Veteran





Tracktor Kannons against his Night Scythes would be helpful, and/or Kustom Mega Kannons to kill his Troops and the Tomb Blades. Even the Immortals wouldn't get an armor save, and they're Instant Death so he'll take a penalty on Reanimation Protocols.

Also make sure you're loading up on Painboyz. Take two of them. Put them with some of the Bully Boyz or with couple large squads of Boyz if you have them.

Tank Bustas are great at taking out Ghost Arks.

Orks vs. Necrons are a very tough fight for Orks. Bully Boyz is a great formation to use against them, but you're really lucky that your opponent isn't using Wraiths and Lychguard against you. The Wraiths can tarpit the MegaNobz really easily, and then the Lychguard come into the fight along with a Lord with a Warscythe and they can just wipe MegaNobz out ridiculously fast.
   
Made in us
Screaming Shining Spear





Northern California

If you're fighting a Decurion, your only effective means of removing Necron bodies from the table is CC. Bikers and powerclaw Nobz backed by lots of boyz to soak up wounds and force saves on the Necrons. Try and tarpit the Necron CC units with lots of Boyz as well; they lose a lot of utility after the charge.

Green Tide is a solid formation/army build to consider against Necrons, as there are simply too many bodies for them to handle.

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Made in us
Battlewagon Driver with Charged Engine





 TheNewBlood wrote:
Green Tide is a solid formation/army build to consider against Necrons, as there are simply too many bodies for them to handle.

This could work if the tide gets to chose its charges. With tons of choppa boyz in the front 3 rows, there is a chance of overcoming enough RP rolls to win combat. You'd need to win by a fair margin to drop the necron leadership, then sweep at I4. The dice have to go your way though.
   
Made in se
Grovelin' Grot Rigger





How about 15 burna boys in a battlewagon, add warboss with mega armour, lukky stikk, BP. Painboy. A template from an open topped vehicle counts for every burna boy in the vehcile. If you cover 5 necrons thats 75 autohits ~37.5 wounds. If the burna boys gets into combat they all have ap3 weapons and WS5 hitting on 3+ The warboss with re-rollable 2+ and FNP can tank wounds even better than the necrons.

Have you put kombi-skorchas on your meganobz?

Warbikers are good as well as they shoot so much. with TL dakkaguns. They are more reliable than Lootas.

Tankbustas can work against fliers as well. A unit of 12 snapshooting should get 2 hits against a flyer. Re-rolling to pen because of tank hunter.

Tractor cannons are great but suffer from being more stationary and having low leadership. The good thing is that they can shoot at full BS 3 at both fliers and skimmers. Ammo runts is a must. Take them in a unit of 2-3 kannons. Add a mek if you need better leadership.
   
Made in us
Battlewagon Driver with Charged Engine





Brokk wrote:
How about 15 burna boys in a battlewagon, add warboss with mega armour, lukky stikk, BP. Painboy. A template from an open topped vehicle counts for every burna boy in the vehcile. If you cover 5 necrons thats 75 autohits ~37.5 wounds. If the burna boys gets into combat they all have ap3 weapons and WS5 hitting on 3+ The warboss with re-rollable 2+ and FNP can tank wounds even better than the necrons.

The battlewagon won't get within 12" of the gauss-weilders. one in 6 hits glances the av14, so they only need 24 hits, with rapid fire and bs4 that's one shot with 18 warriors and it's gone.
   
Made in gb
Longtime Dakkanaut





UK

Trukks would actually be better because Gauss is the same to a Trukk as it would be to a Battlewagon. Probably the only army that Trukks would be good against (maybe against DE if they forgo DL). xD

YMDC = nightmare 
   
Made in gb
Tail-spinning Tomb Blade Pilot




As a necron player what actually terrifies me is a line of big orc guns sitting 24 inches away shooting high powered shells / shock attacks / grots at me. Outside 12 inches necron firepower is much lighter and won't hurt ork numbers too much.

In terms of fielding tactics, I do feel blasting necrons from long range is really the only way to go.

Ork bikes will be ripped apart by tomb blades.
Green tide will be swamped by necron warriors, and into 12 inch range will whither and die.
Elite ork deathstars will just be slaughtered by basic lychguard, especially if Zandrehk is with them to steal furious charge for some A4 S8 AP2 ID CC fun.
Vehicles just pop... not as easily as is sometimes made up, but yes they pop.

Necron players will normally leave the elite units at home and pump up bodys vs orks. No point having wraiths or praetorians. The strategy to beat necrons is 'simple' if difficult - blast the stalker sand ghost arks apart, ignore the other vehicles, and keep out of CC with the lychguard and keep more than 12 inches away from warriors. If you can do that and keep grabbing the objectives then really you'll win, necrons aren't very mobile at all.


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Made in us
Decrepit Dakkanaut




Necrons lacking mobility is the biggest myth in Warhammer. People need to stop saying it so that they don't mislead newer players.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Tunneling Trygon





NJ

Who is actually saying that? Night scythes can drop obsec troops literally anywhere, wraiths are super fast and so are praetorians and scarabs, and the ghost ark is so long that you get to cover a lot of ground without ever really moving
   
Made in us
Lead-Footed Trukkboy Driver





Boston

I think Green tide would do pretty well against this style necron list but not at this point level. If I were to tailor against this list.

Warboss in mega armor/ lucky stick
warboss in mega armor

grot unit
grot unit

lootas x15
lootas x 15

anti-air artiller x3(with grot re-roll)
anti-air artilly x 3(with grot re-roll)

Fill out the rest of the list with 3 man bike units for objective grabbers.

Attach the warboss to loota units and make sure that he's pointed towards the bikes. The warriors will probably drop down and rapid fire into the lootas flanks but so what? just charge him and the warboss will murder them.

You should be able to castle except for bike units going out to grab objectives.

You'll deny his armor with everything and since he only brought five flayed ones he can't hurt you in close combat.
   
Made in us
Battlewagon Driver with Charged Engine





Any one trying hyper-spamming tankbustas? Assuming you just proxied the models, how about 2 CADS, 6 x 15 bustas for 90 insta-kill ST8 AP3 shots? The add a crap ton of grots for board control and a few units of truck boyz to grab objectives?
   
Made in nl
Longtime Dakkanaut






1. Playing vs decurion necrons is hard.-> Your oppoment just has a huge point efficiency advantage. I love to see it work, in some actual battle reports (or other actual results instead of theory hammer). It might convince me to play orks more often.

2.Ignore all green tide formation suggestions from those who have not run it themselves. The only thing your opponent needs to do is assault it with something tarpitty like I don't know any decent necron unit and you will be stuck and piling in for the rest of the game.

Inactive, user. New profile might pop up in a while 
   
Made in gb
Battleship Captain




If trying for air superiority, you could always consider Skyboss Wingnutz air armada - three dakkajets which can disengage and recover hitpoints (nominally it's "the next wave" coming in instead), and one of each bomma with the same rule.

Having enough airborne dakka to knock the scythes out of the sky means he has to walk, and with flybosses you can make a nice mess of his fighters - a properly tricked out dakkajet has 9 S6 shots, twin-linked at BS3 - even allowing for jink, three of them should blow a scythe out of the air in a single pass.

The other scythes should put some hurt back, but jink, then disengage, because you come back in on full hull points.

Plus, well aimed boom bombs can make a nice mess.

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Made in us
Lead-Footed Trukkboy Driver





Boston

 oldzoggy wrote:
1. Playing vs decurion necrons is hard.-> Your oppoment just has a huge point efficiency advantage. I love to see it work, in some actual battle reports (or other actual results instead of theory hammer). It might convince me to play orks more often.

2.Ignore all green tide formation suggestions from those who have not run it themselves. The only thing your opponent needs to do is assault it with something tarpitty like I don't know any decent necron unit and you will be stuck and piling in for the rest of the game.



The green tide can beat up on any of the necron units as long as their aren't wraiths. That being said you do need lots of support units which is why I said it wouldn't work at this point level.

A big part of playing the tide against necron in my experience is in the pre-game talk and trying to convince your opponent he/she has the firepower/assault to kill it. Chances are, they really don't and any unit they throw at it is going to be wasted, so you mine as well get them to throw a lot at it. I run it as just 100 naked boys and then rely on psychic powers to try and make it good. Most Necron armies have 1-2 wraith units and possibly a lychguard/flayed oned unit. The flayed onces actually can beat the green tide(if they have proper character support) but if you delay it till turn 3 you'll be fine. Other than that, just try to multi-assault everything and hold it there till the end of the game and win with the rest of your army. If you can make the combat happen on top of objectives even better as decurion isn't obsect so you'll contest everything.

This message was edited 1 time. Last update was at 2015/10/16 12:04:19


 
   
Made in se
Fresh-Faced New User




 vercingatorix wrote:
If you can make the combat happen on top of objectives even better as decurion isn't obsect so you'll contest everything.


But with playing green tide or Bullyboyz doesn't give objective secure. Right?
   
Made in fi
Lead-Footed Trukkboy Driver





Boston

Xander10 wrote:
 vercingatorix wrote:
If you can make the combat happen on top of objectives even better as decurion isn't obsect so you'll contest everything.


But with playing green tide or Bullyboyz doesn't give objective secure. Right?


correct! The idea being you contest as many objectives as possible then and the rest of your army dogpiles a single or two objectives to win by a close margin. You're not going to table the guy or even kill many models, but you can get a very high likelyhood, close margin victory if that makes sense.

Also, take my advice with a grain of salt, I've been playing solely the NOVA missions for several months now. So this may not apply to ITC or book missions.


And going back to the topic of OP. I still think the best bet at beating this necron list with straight orks is the one I posted above. You'll have range, close combat, and a good durability over him. The big downside being speed.

This message was edited 2 times. Last update was at 2015/10/16 14:56:35


 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Assault them

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Made in us
Decrepit Dakkanaut




 luke1705 wrote:
Who is actually saying that? Night scythes can drop obsec troops literally anywhere, wraiths are super fast and so are praetorians and scarabs, and the ghost ark is so long that you get to cover a lot of ground without ever really moving

Check the post above mine. As a competitive Necrons player, I hate seeing posts like that, and the whole "sweep them!" comments. A Necron Warrior has a 75% chance of stopping a wound already Inflicted. We aren't even talking about Lychguard or Praetorians or even Immortals.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Longtime Dakkanaut





UK

You do want to be in CC though with Orks vs Necrons. If only because 20 S4 AP5 shots that hit on threes is more painful than 10 S4 Ap- shots that hit on 4's.

PK help to take out guys too. 67% to kill one per successful wound, 50% for T5 guys(not including invulnerable as I don't wanna do advance probability off the top of my head).

But obviously avoid Lychguard, Flayed Ones and if you can, Wraiths. Praetorians too, but they're the easiest to get rid off (Flayed Ones have bodies, others have Invulnerable saves).

This message was edited 1 time. Last update was at 2015/10/16 18:46:06


YMDC = nightmare 
   
Made in us
Decrepit Dakkanaut




Just because you want to be in melee, doesn't mean it is going to work.
The basic Nob is paying 25 for the Klaw, correct? That's another two Warriors or Flayed Ones to add to the equation, and another Lychguard (and almost a Praetorian). It helps, but not by much.

Also, Praetorians are about as hard to evade as Wraiths. You can probably avoid Lychguard overall though.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

I think this might have been mentioned earlier, but one thing I often find problematic is my friend's Ork death star consisting of a Warboss with Lukky Stikk, Painboy and about 10 Nobz - all on bikes.

They have outstanding speed and mobility, excellent melee ability and good durability (4+ jink, followed by FNP). If they went flat out in the previous turn, then they have 3+ jink and, either way, the Warboss can reroll his jink via lukky stikk. He can also ID even T5 units with his power klaw. Their shooting isn't bad either, even when jinking.

Also, only the warboss and a few of the Nobz need power klaws - the others can have stuff like Big Choppas (which strike before Necrons, wound them on 2s and deny warriors and flayed ones their 4+ saves).

Now, I have to be honest here, I don't think I've actually played my Necrons against it - so this is all in theory (though I've seen it do well against other armies).

I just thought I'd throw it out for consideration.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Krazed Killa Kan






A bunch of manz missiles (particularly bully boyz) would do work against non wraith or lychguard necrons. Slugga boyz all the way as trying to kill Decurion with ork shooting is a waste of time. Shooting units need to focus the vehicles to keep them jinking or dead while you flood the crons with dice in CC. Besides vehicles they need to focus on the melee heavy hitters because trying to chop through them is going to get ugly. Green Tide is very strong because they in theory will win combat against anything the crons have (except maybe big packs of flayed ones or wraiths). Sweeps are what kill crons reliably and remember that your Nobz and Warboss are higher initiative than the Crons (its just they always swing at I1 due to power klaws). Killkannons are crazy good against necron infantry as are tankbustas (but bustas should be popping ghost arks and nightscythes).

Crons are the absolute perfect example of the why Orks need to Shoot the Choppy and Chop the Shooty.

 vipoid wrote:
Also, only the warboss and a few of the Nobz need power klaws - the others can have stuff like Big Choppas (which strike before Necrons, wound them on 2s and deny warriors and flayed ones their 4+ saves).


Big Choppas are AP 5 so they don't cut through Warrior armor (I wish they where AP4 so they could be two handed Power Mauls). Big Choppas do work with that +2 str but cutting through armor isn't not their strong point



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