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Made in se
Guarding Guardian




Sweden

Hello people.


I am an eldar player who is in need of tactical support to defeat Necrons.
As we all know, eldar are in great need of an update, but I have thus far been able to compete with Dark Eldar, space marines and imperial guard this edition, but I find no way to defeat my necron enemies.
My build for now is usually something like this:

3 war walkers with scatter lasers (perform well.)
Falcon + 6 fire dragons (Don't know about 'em.)
5 dark reapers with ex
2*10 dire avangers with exs in wave serpents

2 farseers, one with dire avangers and one with a group of 7 warlocks.

2*3 guardian jetbikes, led by a bikelock each.


That's about it.
Now the problem I'm having comes mostly from not beeing able to properbly deal with his transports with regular warriors in them.
I take such a pounding before and after they've been taken out that my army is greatly diminished.



Has anyone got any tips?

And also, no need to follow my list, I've got plenty of eldar laying around.



I'de be happy for any help.


Hur Svenska stålet biter;
kom låt oss pröva på! 
   
Made in us
Executing Exarch





The Twilight Zone

Quantum shielding is a real issue as s6 spam can't touch it. Necrons can also glance any armor to death at close range. To crack the armor, you can use the locks on the bikes as singing spears can damage arks;the rear is the best shot. Assault in a pinch.

The dragons help, but one squad can't do everything. The falcon is also needed as a battle tank as the pulse laser can hurt the armor. Put emls on a serpent or two to crack the Arks,the plasma missile is decent against warriors. Stay out of 2' range when possible, as cron shooting is mostly short ranged.

A pair of prisms might be a good idea, and if you have any the forge world hornets work well too.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Nurgle Veteran Marine with the Flu





Eaton Rapids, MI

I would suggest getting more Lance Weapons. They are the key to cracking the AV13 wall.
Otherwise, knowing a basic concept will help a ton: Necrons have a kill radius of 24inches. If you have limit the amount of the opponents army that he can get in range of 24", you'll have a huge leg up. Use your speed. Don't rush it. Play conservatively, it will help.
Also, know that Quantum Shielding only is up until they take a penetrating hit. So that means if you hit them with a Lance, then your ST6 shooting will S H R E D the vehicle after.
Anyways, good luck!

Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ 
   
Made in us
Stoic Grail Knight






Yendor

Are you facing problems with ghost arcs or night scythes?

Ghost arcs are slow and can be kited while you blast pulse lance falcons into them. Use your scatter lasers to focus down wraiths or troops outside of transports, or vehicles who have had their shielding popped.

If you are struggling with fliers, turbo boost / outflank to your opponent's table edge. This will mean his fliers will be unable to shoot at you with his tesla destructor's and death rays, effectively stripping him of his alpha strike and a huge portion of his army.

You need to use your mobility to beat necrons. You are fast enough to kite his tanks, and can get t his flier's blind spots before they can even come down. Try to stay out of range of gauss and tesla unless you can deliver the killing blow or have a huge force concentration advantage for the skirmish.

Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in ca
Lethal Lhamean





somewhere in the webway

well...your biggest edge will be speed, and mobility. as eldar you should be able to avoid most of his vehicles and stay out of that 24" range. lances can hurt his vehicles nicely and mitigate the quantum shielding. and since the only weapons he has that fire outside of 24" are his heavy gauss cannons (destroyers or stalkers) and a doom ark, (wich has to remain stationary to fire beyond 24") you can zip around and take him out at range.

heres some things off the top of my head: vypers with missiles. maybe scatter lazers as well. use them to snipe and peg off hits on whatever gets too close, and screen your falcons - wich you should have 3 of. pulse lazer and bright lance outfit should help deal with anything else getting too close. focus on his stalkers, destroyers and doom arks first, to take out his long range stuff, then start working on things like annihlation barges, CCB, and finally ghost arks. the fliers present more of a problem, but if you have acsess to FW stuff/rules a nightwing squadron should be able to handle them. otherwise, an aegis line with quadgun. keep in mind his fliers HAVE to move 18" minimum a turn, and only get 90 degree turns. so get your fast stuff up under him or even behind. he will spend the whole game trying to get into a fire arc, and or disengaging.

for his infantry, lots of high str shots work awsome. i wouldnt worry about AP since he will get RP anyway, so worry about forcing wounds and saves, and forget about punching past armor. - so for that warp spiders would / could do well. they have ok armor to stand up to the tesla/gauss return fire, and a good size unit can pump ALOT of str 6 shots. use your farseers and warlocks to go psychic crazy on them - they have pretty much ZERO psychic defence.

avoid CC with units that have lords, and any IC. they will 99% have warscythes and mindshackles. if you must charge, do so with a unit that has good armor, and no characters. scorpions or banshees maybe out of a wave serpent...

but really, i would just use your speed to stay out of his fire range, and kite him around. target priorites should be anything thats mobile, and fast, has more then 24" (as above) or can teleport. good luck,

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in us
Smokin' Skorcha Driver






I'd get a couple of wraithlords with bright lances, and then keep a unit of warwalkers around with dual scatters to deal with the vehicles that lose their quantum shielding.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in se
Guarding Guardian




Sweden

Hmm I will keep your suggestions in mind for my next game, and they did bring up a few ideas..
I will try using wraithlords, two of them, and steadily advance with them while shooting his transports with bright lances, and if I need to, knock them out in cc.

Thanks a lot guys!

Hur Svenska stålet biter;
kom låt oss pröva på! 
   
Made in pl
Regular Dakkanaut



Warsaw

If you could write a batrep that would be nice we all could learn on your experience
   
Made in se
Guarding Guardian




Sweden

I will as soon as I go home and have a game =D
I'll try and have 2 wraithlords untill then to, but sure, I'll batrep =)

Hur Svenska stålet biter;
kom låt oss pröva på! 
   
Made in ca
One Canoptek Scarab in a Swarm




Canada

Ok so i play Necrons quite often and in my local area Eldar is a very scarce appearance however that being said occasionally we get a few from next town over and when playing against them i have found that Eldar have a rough time once in that 24" death zone esoecially with a more mechanized list like what it sounds you have used. I personally don't care for Flyers as i find a solid ground presence will do more for a victory then anything else but regarding flyers just try to avoid the angles of fire and it shouldn't be too hard to ignore them overall. Fire Dragons are scary when in slightly larger numbers.... i have lost many a ghost ark to a squad of them i highly recomend them. Lance weapons are deffinetly worthy of mention as quantum shielding is absolutly rendered useless and on a 5+ you have removed it for the rest of your armies Str6 goodness. Only real thing you need to worry about is the occasional things like crypteks of destruction, Hev. Destoryers, and Stalkers with the 36" range as i have caught more then just eldar off guard with them. (more so the crypteks riding in a barge they forget about them etc..) For the msot part if you can take advantage of your Jet bikes and superior manuverability it shjouldnt be too hard to kite your opponents into open area to just ran the hurt on them.



I never forget a face.... but in you case ill make an exception..... 
   
Made in us
Stoic Grail Knight






Yendor

 akaean wrote:


If you are struggling with fliers, turbo boost / outflank to your opponent's table edge. This will mean his fliers will be unable to shoot at you with his tesla destructor's and death rays, effectively stripping him of his alpha strike and a huge portion of his army.


While I still believe that this is your soundest strategy, I was talking with one of my friends, and I am mistaken about actually countering flyers. See apparently Fliers don't need to come straight on the board edge, and so they can move 18 inches and as long as that last inch puts their whole base on the board its totally legal. So they can practically come in parallel to the board edge as though they were actually outflanking. What this means is that unless you are playing hammer and Anvil the board edge is not safe.

Sure, you can bunch up in a corner on his board edge, which will limit his ability to hit you down to about 3 fliers, but the Doom Scythes can still fly right over your head and still drop the death ray down on you. So you will still get alpha struck by about 5 fliers no matter what you do. And only the Doom Scythes when playing Hammer and Anvil. Assuming you can get to the enemy board edge in hammer and anvil with one or two 30 inch turbo boosts.

What this essentially means is that if you find yourself against a true necron flier spam with Eldar you will lose. Since you cannot actually escape the bulk of the fliers, and the most anti flier you can get without allies is a single Quad gun. You have no way to dodge the alpha strike, and no way to shoot down scythes once your Quad gun gets zapped.

I wish this wasn't so, but apparently it is actually impossible to place your units in fliers blind spots the turn they come in. The Alpha Strike is inevitable and absent terrible rolling from the crons and excellent jink / armor saves from the eldar, will cripple an Eldar army 4/5 of the time.

C'est La Vie.

This message was edited 2 times. Last update was at 2013/01/20 01:38:36


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
 
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