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Made in ca
Perturbed Blood Angel Tactical Marine




Oakville, Ontario, Canada

Hey guys, as the title asks, how do you create and use your warrior blobs?
For my new necron army, I've been looking at using this as the anvil of my force:

Lord - 80
- Sempiternal Weave
- Res Orb

Cryptek - 35
- Eldritch Lance

Cryptek - 35
- Eldritch Lance

20 Warriors - 260

9 Warriors - 232
- Ghost Ark

9 Warriors -232
- Ghost Ark

Lord goes in blob of 20 foot slogging warriors.
Crypteks each join a ghost ark squad.
Arks flank blob as they march up the board.
Warriors have a 50% of getting up, and dead ones are constantly replaced.
Good anti infantry with the xeno version of bolters, and no tank that comes near it will live.
What do you guys think, am I doing this right, or am I going completely in the wrong direction?
Cheers.

Lets try to not make more chaos gods, ok guys?
I'd call this thread a trainwreck, but trainwrecks are legitimately horrifying to watch. This is hilarious.  
   
Made in us
Regular Dakkanaut




Alaska

It's a strong anti infantry fire base but it is 874 points that will be wiped fairly easily in CC. I have wanted to do something similar but unless Daemons/Nids aren't in your meta I don't think it would work too well.
   
Made in jp
Proud Triarch Praetorian





Agtthot wrote:
It's a strong anti infantry fire base but it is 874 points that will be wiped fairly easily in CC. I have wanted to do something similar but unless Daemons/Nids aren't in your meta I don't think it would work too well.
Easy solution there is to keep an assault deterant near the blob at all times (Wraiths being the prime candidate, but also one of the only times Lychguard come in handy).

Also, OP, get those Warriors out of the Arks and put them together. Two big blobs are significantly better than one big blob and two smaller ones.

16-20 Warriors
+Ghost Ark
+ResLord
x2
+assault deterant
=
VERY hard anvil

Anything getting in its way is going to have a bad day.
Only thing to beware of would be long range big blasts (auto cannons, etc.)
Alpha strike these ASAP (D&D squad for infantry, Can Opener Royal Court (1x Veil + 2x Storm-teks) for vehicles).

 
   
Made in us
Regular Dakkanaut





If you're running just one blob, for 35 points you can stick in a storm cryptek with a lightning field, which is D6 S8 hits on any unit that successfully charges the unit, locked in melee previously or not. I think it's something worth trying if they're consistently being taken down in melee.

Supporting the blob and counter charging enemies with wraiths is probably more ideal and effective, as wraiths are good enough to take anyway. The lightning field is awesome for cc heavy armies, but won't reliably prevent your warrior blob from getting stuck in.

Sekhmet - Dynasty 4000pts Greenwing - 2000pts Deathguard - 1500pts Daemons of Nurgle - 1000pts ~320pts
 
   
Made in ca
Perturbed Blood Angel Tactical Marine




Oakville, Ontario, Canada

Wow thanks for all the tips guys! lol extra points to skoffs because I forgot that units can still buy trabsports they can't fit in. I think I'll try out the two blob strategy. Should I march them next to each other up the middle of board, or should I try to keep them apart? Agtthot, thanks for reminding me how easily necrons can be swept in CC, and Truth118 thanks for the stormtek tip. Now I really want to try that can opener squad in the future, maybe alongside a thing my friend wants me to try. The Royal Court Disco Inferno?

Lets try to not make more chaos gods, ok guys?
I'd call this thread a trainwreck, but trainwrecks are legitimately horrifying to watch. This is hilarious.  
   
Made in jp
Proud Triarch Praetorian





Keep them together at first, but if the objectives are far apart, split one off to go capture.
Also, if the unit ever falls below 5 models via shooting, try to get them into the Ark as soon as possible. You don't want to lose the entire unit, otherwise the Repair Barge function will be unable to replenish them.

If you've got over 40 warriors, another tactic is to split the units up into groups of 15 / 15 / 5 / 5.
The two groups of 5 jump inside, the 15s walk along side with their ResLords.
The reason you split them up this way is to have someone inside so later in the game when you need to be more concerned with objectives, the two faster moving Arks will be able to motor off while you leave the bigger blobs camping on some other objectives. If you're not using Nightscythes, this is the best way to capture/contest as many objectives as possible.
(protip: never put a ResOrb with any less than 15 Warriors, otherwise it won't make its points back. Some would even argue 17 is the minimum. Regardless, if they're on foot, try to avoid smaller units. They'll just be free first blood to your opponent, otherwise)

 Pheonix Lord Asurmen wrote:
alongside a thing my friend wants me to try. The Royal Court Disco Inferno?
Heh heh heh heh,
Oh, the RCDI.
Such ridiculous fun.
(Just be aware: you'll probably only ever get to try it once.
While it's able to steamroll its way through several armies, all it takes is some simple list tailoring by an opponent who knows you'll be running it to render the king of all deathstars completely useless.

This message was edited 1 time. Last update was at 2014/01/22 06:25:52


 
   
Made in us
Irked Necron Immortal





Washington, USA

Every time I've run a blob-squad of warriors, they've only been good at getting shot up. :(
Even with RP and arks, there are a lot of things in the game that will happily chew through 4+ armor on a marine statline. Part of the problem is that it's almost impossible to keep them all in good cover while advancing towards their objective. If you just keep them at home for defending an objective...well...that's a lot of points to be sitting around whilst twiddling their thumbs. That said, I suspect it would do pretty well vs orks/nids where it can sit back and just pound anything getting close. Arks would even made good screening units .
The formation you've constructed is tough and will take considerable firepower to take out at range, but I don't think it has the proper ability to punch back. Also, as others have mentioned, you're one assault away from losing the whole thing. I'm really not sure it's worth it.


 
   
Made in au
Dakka Veteran





1. Take an ADL
2. Position it so your men will be able to move into it first turn and be within 24" range
3. Take a VeilTech
4. Take a cheap lord with a res orb
5. LOL as the enemy shoot's your now invincible blob
6. Veil away when the enemy get's too close

For extra LOL's take Obyron just in case you are charged so that you can Veil out of combat.
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

So many things you can do to support a blob:

Nemesor Z is good as a blob makes good use of stealth, countercharge and tank hunter + Res orb.

Detroyer lords actually increase the blobs damage output (its biggest shortcoming) by giving it PE. He can have a res orb too and helps a lot in CC.

Illuminer Szares is made to soup up a blob and also gives it defensive grenades.

Ghost Arks are obvious, Triarch stalker is nice to twin link the flayers and a Tomb spider can provide psychic defense.

Interceptor/countercharge units are important, with scarabs and wraith being the best choices.

EDIT: forgot the crypteks! They can give defensive grenades, reduce charge distances, cause wounds to assaulting units or teleport the blob away.

List composition: Dont have any imortals or other infantry models around or your opponent will shoot then instead of the blob. AV13 spam + a blob can be amusing as the blob gets pounded by every anti-infantry gun all game and can still be at full strength by the end.

This message was edited 1 time. Last update was at 2014/01/22 11:04:57


 
   
 
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