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![[Post New]](/s/i/i.gif) 2018/04/29 00:28:17
Subject: Need Necron Counter for Orks
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Fresh-Faced New User
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Hey, I need advice on trying to play against Necrons as Orks. A lot of people at my shop are playing Necrons right now.
Essentially, what happens is I run up the board with 150 boyz + Weirdboy + ghazhgkull into a scarab screen and get mowed down by immortals + warriors with resurrection orb/veil of darkness. It becomes a battle of attrition as I lose boyz until they eventually resurrect more than I can handle even in CC.
I don't need a hard counter, I just need help so I don't get completely tabled on turn 1 or 2 and don't feel bad.
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This message was edited 1 time. Last update was at 2018/04/29 00:28:38
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![[Post New]](/s/i/i.gif) 2018/04/29 01:23:53
Subject: Need Necron Counter for Orks
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Loyal Necron Lychguard
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You're playing against a counter pick, there's nothing a Boyz list can do about getting mowed down by tesla immortals. The recommendation would be to play a different setup that's more vehicle heavy; my understanding is that the non-boy options in the ork index are pretty bad but you're gonna have to give it a try if you're gonna have any chance.
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![[Post New]](/s/i/i.gif) 2018/04/29 06:16:06
Subject: Need Necron Counter for Orks
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Grisly Ghost Ark Driver
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Could you da jump up, try to use the consolidate move after cc to encircle enemies?
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![[Post New]](/s/i/i.gif) 2018/04/29 06:28:21
Subject: Need Necron Counter for Orks
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!!Goffik Rocker!!
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You need to clear up screens and you need to be fasta. So, for screen clearing, the easiest way is making part of your boyz shootas. Also, some other shooty options like kmk or a dakkajet are solid.
As for being fasta, stormboyz work perfect as they can ignore screens and are on average 2 times faster than boyz. Especily now when waaaagh overrides taking mw for charging after advance.
As for tactics...sorry, it's 8th edition, not much you can do here, just change the list and roll better. After you've changed the list and rolled your charges, try to move your assaults in a way you can consolidate into more opponent squads without Fly keyword.
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This message was edited 1 time. Last update was at 2018/04/29 06:31:31
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![[Post New]](/s/i/i.gif) 2018/04/29 06:43:00
Subject: Need Necron Counter for Orks
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Waaagh! Ork Warboss
Italy
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Wait for the codex or ask your opponents to tone down their lists. Playing index vs codex using TAC optimized/competitive lists is totally unbalanced.
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This message was edited 1 time. Last update was at 2018/04/29 06:43:21
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![[Post New]](/s/i/i.gif) 2018/04/29 10:20:26
Subject: Need Necron Counter for Orks
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Liche Priest Hierophant
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The burna bomba bomb is good vs largr blobs, no? It also does it's damage in the movrment phase.
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![[Post New]](/s/i/i.gif) 2018/04/29 19:16:12
Subject: Need Necron Counter for Orks
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!!Goffik Rocker!!
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Burna bomber ain't great vs scarabs as they have lots of cheap wounds and not many models in squads.
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![[Post New]](/s/i/i.gif) 2018/04/29 19:25:40
Subject: Need Necron Counter for Orks
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Angelic Adepta Sororitas
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im glad this thread started. me and my roommate just got back into warhammer and he plays necrons and I run orks. we have a lot of fun but no luck vs. all the tesla immortals
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1500pts
500pts
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![[Post New]](/s/i/i.gif) 2018/04/29 20:05:38
Subject: Need Necron Counter for Orks
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Been Around the Block
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MSU. Get gretchin screens. Tesla immortals are gonna pick one unit at a time, don't put all your boyz in a few units. Get em up close so they have to pull back and waste their shooting round. Necron has some good melee units, but nobody use them, except for wraith.
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![[Post New]](/s/i/i.gif) 2018/04/29 22:55:48
Subject: Need Necron Counter for Orks
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Wicked Canoptek Wraith
United States
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I play necrons. You'll want to watch out for scarabs. They're deceptively good... and cheap. We use them to tie things up but they can definitely eat things in close combat.
Wraiths are good, but die under focused attacks.
If tesla immortals are the problem you may need better use of cover. They're 24inch range, str 5 ap 0 with 2 shots and a 3+ armor save. Dividing into multiple small units, using cover, etc. Should help. Make sure the board has enough terrain too.
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![[Post New]](/s/i/i.gif) 2018/04/30 05:20:30
Subject: Need Necron Counter for Orks
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!!Goffik Rocker!!
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Forget about cover - it only works for shooty armies and going msu is a bad idea for orks cause you'll loose tons of models after ld checks.
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This message was edited 1 time. Last update was at 2018/04/30 05:21:56
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![[Post New]](/s/i/i.gif) 2018/04/30 06:25:50
Subject: Re:Need Necron Counter for Orks
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Regular Dakkanaut
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Maybe several smalunits of STORMBOYS togetehr with BOSS ZAGSTRUK for moral could be an alternative?
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![[Post New]](/s/i/i.gif) 2018/04/30 08:29:26
Subject: Need Necron Counter for Orks
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Locked in the Tower of Amareo
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Da W wrote:MSU. Get gretchin screens. Tesla immortals are gonna pick one unit at a time, don't put all your boyz in a few units. Get em up close so they have to pull back and waste their shooting round. Necron has some good melee units, but nobody use them, except for wraith.
Grot screens are usefulj agains deep stikers and h2h units. Doesn't sound either is problem here so all grots archieve is making distance to h2h longer
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/05/01 07:54:38
Subject: Need Necron Counter for Orks
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Proud Triarch Praetorian
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The key against Necrons is to always be in combat so they can't shoot you. Mid-range shooting is their strength so if you don't let them do that most of their army is just sitting around waiting.
If possible, yeah, run into the Scarab screens, but try not to kill them in your turn (they're typically run in units of 3-6 bases, so only commit a bit of your boys into the initial combat by conga-lining back). Ideally you want to finish the enemy unit in your opponent's turn, freeing you up to charge his next stuff in your next turn.
Even if you have to commit too many of your units to a combat, it's better than leaving them free to be shot at in your opponent's turn.
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![[Post New]](/s/i/i.gif) 2018/05/01 09:45:47
Subject: Need Necron Counter for Orks
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Regular Dakkanaut
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skoffs wrote:The key against Necrons is to always be in combat so they can't shoot you. Mid-range shooting is their strength so if you don't let them do that most of their army is just sitting around waiting.
If possible, yeah, run into the Scarab screens, but try not to kill them in your turn (they're typically run in units of 3-6 bases, so only commit a bit of your boys into the initial combat by conga-lining back). Ideally you want to finish the enemy unit in your opponent's turn, freeing you up to charge his next stuff in your next turn.
Even if you have to commit too many of your units to a combat, it's better than leaving them free to be shot at in your opponent's turn.
How would this work? The Necron player will simply move out of combat if it benefits her/him.
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![[Post New]](/s/i/i.gif) 2018/05/01 10:41:59
Subject: Need Necron Counter for Orks
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Flashy Flashgitz
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Here's some strategy.
Practice "basing" models after charging. You land a charge on scarabs and base a model, if you have the distance, keep the rest of the mob too far away from combat to swing. Scarabs are durable, probably will survive a swing from 3 to 4 boys, which means you stay in combat and are immune for their next shooting phase. Then on their turn you pile in 10 more boys and start killing the scarabs. Best case scenario the scarabs are now dead, and you can move and charge in your turn again, effectively avoiding their shooting phase.
You'll do best to mix in a few shoota boys in your squad so they can do the basing, since they'll only have two attacks each.
You can do extremely complex charging with a large mob of boyz vs a durable screen. If you snag a model, you can have the rest of the 30man squad spread out and threaten a pile in to other squads. Remember that piling-in works on a model by model basis, so you're able to push boyz into combat without overwatch and if you keep the scarab alive you're not afraid to move forward anymore. Read the charge phase rules carefully, you can move with a lot of freedom after a charge, once you move the closest model into combat. Multi charging and stringing out your boyz so the back half of them are swinging hard while the 3/4 boyz you have that snagged a scarab keep the boyz immune from the next shooting phase.
Capturing HQ is good practice for this strategy (since it's so easy), stormboyz do it VERY well. Once you get used to the movement of it you'll be able to base things a lot.
It's counter-intuitive to keep things alive, and to move in a manner that intentionally avoids killing the things you've charged. But it is extremely effective at pushing your army into a gun line position.
edit: for advanced players, you can even base a model you did not charge, and it's super easy with huge mobs of boyz. You just land a charge, and stay 1" away from another unit with a base-able model, then on your pile-in and consolidate you can base the model easily. Since you did not charge this model, you are not allowed to swing into it, and thus gain immunity from shooting next round. They will not be able to fall back.
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This message was edited 2 times. Last update was at 2018/05/01 10:49:28
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![[Post New]](/s/i/i.gif) 2018/05/01 11:52:37
Subject: Need Necron Counter for Orks
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Proud Triarch Praetorian
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Nora wrote: skoffs wrote:The key against Necrons is to always be in combat so they can't shoot you. Mid-range shooting is their strength so if you don't let them do that most of their army is just sitting around waiting.
If possible, yeah, run into the Scarab screens, but try not to kill them in your turn (they're typically run in units of 3-6 bases, so only commit a bit of your boys into the initial combat by conga-lining back). Ideally you want to finish the enemy unit in your opponent's turn, freeing you up to charge his next stuff in your next turn.
Even if you have to commit too many of your units to a combat, it's better than leaving them free to be shot at in your opponent's turn.
How would this work? The Necron player will simply move out of combat if it benefits her/him.
Ah, fair enough, especially with Scarabs. (sorry, still have 7th in mind)
Hmm, yeah, if the idea is avoid getting shot by Necrons, your options are cover and distance... not great options.
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![[Post New]](/s/i/i.gif) 2018/05/01 14:58:25
Subject: Need Necron Counter for Orks
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!!Goffik Rocker!!
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hollow one wrote:Here's some strategy.
Practice "basing" models after charging. You land a charge on scarabs and base a model, if you have the distance, keep the rest of the mob too far away from combat to swing. Scarabs are durable, probably will survive a swing from 3 to 4 boys, which means you stay in combat and are immune for their next shooting phase. Then on their turn you pile in 10 more boys and start killing the scarabs. Best case scenario the scarabs are now dead, and you can move and charge in your turn again, effectively avoiding their shooting phase.
You'll do best to mix in a few shoota boys in your squad so they can do the basing, since they'll only have two attacks each.
You can do extremely complex charging with a large mob of boyz vs a durable screen. If you snag a model, you can have the rest of the 30man squad spread out and threaten a pile in to other squads. Remember that piling-in works on a model by model basis, so you're able to push boyz into combat without overwatch and if you keep the scarab alive you're not afraid to move forward anymore. Read the charge phase rules carefully, you can move with a lot of freedom after a charge, once you move the closest model into combat. Multi charging and stringing out your boyz so the back half of them are swinging hard while the 3/4 boyz you have that snagged a scarab keep the boyz immune from the next shooting phase.
Capturing HQ is good practice for this strategy (since it's so easy), stormboyz do it VERY well. Once you get used to the movement of it you'll be able to base things a lot.
It's counter-intuitive to keep things alive, and to move in a manner that intentionally avoids killing the things you've charged. But it is extremely effective at pushing your army into a gun line position.
edit: for advanced players, you can even base a model you did not charge, and it's super easy with huge mobs of boyz. You just land a charge, and stay 1" away from another unit with a base-able model, then on your pile-in and consolidate you can base the model easily. Since you did not charge this model, you are not allowed to swing into it, and thus gain immunity from shooting next round. They will not be able to fall back.
Don't falling back units ignore the attacker squad any more? If not, than it's actually a sound tactical move that i'll adopt. Cause we've all been playing it wrong and just fell back ignoring the enemy models like in 7th.
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This message was edited 2 times. Last update was at 2018/05/01 15:06:01
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![[Post New]](/s/i/i.gif) 2018/05/01 15:01:23
Subject: Need Necron Counter for Orks
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Decrepit Dakkanaut
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I don't want to be that guy, but...
Wait for your codex.
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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. |
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![[Post New]](/s/i/i.gif) 2018/05/01 16:13:03
Subject: Need Necron Counter for Orks
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Grisly Ghost Ark Driver
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koooaei wrote: hollow one wrote:Here's some strategy.
Practice "basing" models after charging. You land a charge on scarabs and base a model, if you have the distance, keep the rest of the mob too far away from combat to swing. Scarabs are durable, probably will survive a swing from 3 to 4 boys, which means you stay in combat and are immune for their next shooting phase. Then on their turn you pile in 10 more boys and start killing the scarabs. Best case scenario the scarabs are now dead, and you can move and charge in your turn again, effectively avoiding their shooting phase.
You'll do best to mix in a few shoota boys in your squad so they can do the basing, since they'll only have two attacks each.
You can do extremely complex charging with a large mob of boyz vs a durable screen. If you snag a model, you can have the rest of the 30man squad spread out and threaten a pile in to other squads. Remember that piling-in works on a model by model basis, so you're able to push boyz into combat without overwatch and if you keep the scarab alive you're not afraid to move forward anymore. Read the charge phase rules carefully, you can move with a lot of freedom after a charge, once you move the closest model into combat. Multi charging and stringing out your boyz so the back half of them are swinging hard while the 3/4 boyz you have that snagged a scarab keep the boyz immune from the next shooting phase.
Capturing HQ is good practice for this strategy (since it's so easy), stormboyz do it VERY well. Once you get used to the movement of it you'll be able to base things a lot.
It's counter-intuitive to keep things alive, and to move in a manner that intentionally avoids killing the things you've charged. But it is extremely effective at pushing your army into a gun line position.
edit: for advanced players, you can even base a model you did not charge, and it's super easy with huge mobs of boyz. You just land a charge, and stay 1" away from another unit with a base-able model, then on your pile-in and consolidate you can base the model easily. Since you did not charge this model, you are not allowed to swing into it, and thus gain immunity from shooting next round. They will not be able to fall back.
Don't falling back units ignore the attacker squad any more? If not, than it's actually a sound tactical move that i'll adopt. Cause we've all been playing it wrong and just fell back ignoring the enemy models like in 7th.
Scarabs have Fly anyway, and a 10" movement, so they will likely be able to walk out on the boyz
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![[Post New]](/s/i/i.gif) 2018/05/01 17:29:42
Subject: Need Necron Counter for Orks
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!!Goffik Rocker!!
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But immortals don't.
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![[Post New]](/s/i/i.gif) 2018/05/01 18:30:36
Subject: Re:Need Necron Counter for Orks
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One Canoptek Scarab in a Swarm
Schenectady, New York
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These are my friend's weak points with his Ork army that we've talked about, hope they help you.
Spread out and attack on multiple fronts. Necrons are great at throwing out withering fire to hordes if they concentrate fire, but if you present 2 units in charge threat range, that'll make the Necrons need to split fire or take a full unit of Boyz to the face in the assault.
Ignore sacrificial units. I will sometimes advance my screeners up to an oncoming unit of Boyz to bait my friend out. He charges and wipes them out, but doesn't get nearly the movement he had hoped to that turn, and all I've lost are screeners I was anticipating losing anyway. Also, he's now where I want him to be for my shooting phase.
Engage multiple units when you do reach melee. Like Hollow One pointed out, you can use your Consolidate and Pile In to get within 1" of units you did not declare a charge on. This will let those units fight in the Fight phase, and you cannot attack them back, but that also forces them to fall back next turn, so they won't be able to shoot. Locking up Infantry so they can't fall back is fairly easy with enough charge distance, locking Scarabs is near impossible because they have the Fly keyword and 10" movement like Torblind mentioned.
If you use vehicles, don't be shy about charging with them still full of Boyz. Provided the Necrons don't fully surround the vehicle (tricky to do because of their size and the average Necron squad size), you can dump out a payload of Boyz from a vehicle in CC and be able to charge with them that turn.
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This message was edited 1 time. Last update was at 2018/05/01 18:33:32
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![[Post New]](/s/i/i.gif) 2018/05/01 20:52:59
Subject: Need Necron Counter for Orks
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Flashy Flashgitz
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torblind wrote:Scarabs have Fly anyway, and a 10" movement, so they will likely be able to walk out on the boyz
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