Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2014/03/09 22:03:04
Subject: Necron 1500 pt army can't win.
|
 |
Squishy Oil Squig
|
Hey, so I've been playing necrons for around 6 months now, maybe more, and I've been reading up everything I can on how to have the most fun with the army, while still being reasonably competitive. I've fought just about every army, and from what I can say, most of the time I end up losing, usually with maybe 1 or two units left, with the enemy having nearly their entire army left. I notice that I just have a hard time killing anything. I have notoriously bad rolls, and when I say bad, It makes non superstitious people I play question it. But eh, I guess gak happens, to me more than most.
But anyways, I started playing with some guys so we can really play the game right. So we did 1500 pt game, no 3 unit spam, same list for everyone. For me I decided to stick with a general setup, nothing too expensive.
Heres what I got:
10 Warriors w/ a Lord + res orb and sempiternal weave
2 Annihilation Barges
1 Doomsday Ark
6 wraiths w/ a Destroyer lord + sempiternal weave and mindshackle scarabs
14 Warriors w/ Overlord + res orb, semp weave, and warscythe, all in a Night Scythe
2 squads of 3 Scarabs, usually in reserves
So I figure I've got a pretty solid build. Unfortunately, this isn't so.
Wraith Squad does fine because they are pretty OP, but I still fail 3 up saves a lot, ending up with 3 or 4 left by the time they reach combat.
Annihilation Barges never get 6s, and if they do, armor or cover saves keep casualties to a minimum.
Doomsday Ark ALWAYS misses, or cover saves reduce impact.
Warriors usually get rushed, possibly kill around 5 infantry beforehand.
Flyer ends up coming in around turn 3 or 4, and by then most of my stuff has been rushed and destroyed, so they are next on the list.
So if I play defensive, the enemy rushes in, I might kill a few, and they get slaughtered. Either that or I get outranged. Obviously if I play aggressively I'll just get decimated.
I see people complaining all the time about Resurrection Protocols, but its commonly forgotten that all you have to do with wipe out the warriors, and they can't come back. Sounds hard, but AP tends to take care of that pretty quick.
Another Problem I noticed is that Necrons are pretty much vehicle killers only, so monstrous creatures are there to stay.
I am aware that tesla immortals are great, and that I need to bring them, but I've already got 40-something warriors, with res orbs everywhere, and I read that is the alternative to immortals. Also, I ain't never roll sixes, so tesla fails me often.
I just wanna know, is there anything in this build that seems like a bad idea, and is there any tactic I can pull off that would give my opponents resistance? Thanks in advance, sorry if it sounds like I'm complaining.
PS: Remember that I'm not looking for tournament ranking competition, just an army that works, because obviously I'm doing something wrong.
|
Necrons: 3500 pts
Orks: 750 pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/09 22:07:14
Subject: Necron 1500 pt army can't win.
|
 |
Storm Guard
|
drop the the Doomsday, add immortals
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/09 22:16:32
Subject: Necron 1500 pt army can't win.
|
 |
Squishy Oil Squig
|
I COULD drop the doomsday ark for something else, but I don't have any immortals, kinda defeats the purpose of having 40 Warriors and a bunch of lords and overlords. I don't plan on spending money on new guys, kinda making an Ork army at the same time.
I have:
A C'Tan
2 Spiders
Trayzn the Infinite
Obryn
Zandreka
A cryptek
Tons of scarabs
5 Deathmarks
5 Lynchguards with swords n boards
change to a ghost Ark (which I do like to use a lot)
Tons of warriors
The option to change the scythe to a Doom Scythe
Possibly other minor things I might have forgotten
I just really don't want to drop 60 - 90 bucks to get essentially replacements for the warriors I already have.
|
Necrons: 3500 pts
Orks: 750 pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/09 22:43:22
Subject: Necron 1500 pt army can't win.
|
 |
Discriminating Deathmark Assassin
|
Immortals really won't change your fate that much.
The wrists unit you have is good, but lacks redundancy. Would be stronger with maybe another squad. Three flyers is the basics, I would say. The best thing we have in terms of winning games is great objective grabbing troops.
Three flyers averages two in on turn two.
They will help you win games.
3 scarabs in reserve by two? I don't understand what you hope to achieve with that. Your Deathmarks are Excellent monstrous creature killers. For Bout the same cost. 5 men with 10 rapid fire shots wounding on a 2+
I don't understand your problems with annihilation barges. Move them a lot. Even snap firing, you hit a lot with tesla. Look up the math hammer. Your anecdotal (I never roll sixes) with a twin linked 4 shot gun (+2 shots on the str6 under slung) doesn't make sense.
Anyway, there are some thoughts.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/09 22:57:33
Subject: Necron 1500 pt army can't win.
|
 |
Prophetic Blood Angel Librarian
|
I would also get rid of the lord. 80pts to upgrade 10 warriors rp from 5+ to a 4+ and to have the option to tank some ap3 and 4 saves, is a rip off!
Take the overlord and 9 warriors out of the nightscythe squad and put them in the grounded squad instead. Now that remaining res orb might make its points back.
Drop the doomsday and get a stormtek for the scythe squad. The 5 warriors and stormtek can now play as either cheap tank hunters or late game scorers.
With the 150pts left I would use your two spyders, give your overlord mss and upgrade your scarab squads by 2 bases each.
5pts left over... Automatically Appended Next Post: That's without having to invest in other models of course... Automatically Appended Next Post: I would instead run the scarabs on the board maybe as a unit of 8 instead of two 4s...
|
This message was edited 2 times. Last update was at 2014/03/09 22:59:41
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/10 00:33:06
Subject: Re:Necron 1500 pt army can't win.
|
 |
Squishy Oil Squig
|
So I noticed you guys seem to disapprove the scarabs, and I never noted how well they do...
When the enemy brings in vehicles, the scarabs do great honestly. I put em in reserves because the people I play tend to focus them down, so its pretty much a wait for them to get into range (24" usually) then send em out into close proximity with cover hopefully. They usually take out 2 or 3 vehicles if there are that many. With eldar and tau of course, I have em creepin around to get to the vehicles. 2 squads of 3 really does do good.
As for the flyer spam thing, as I mentioned, we were doing 2 of the same unit at most, so that would be breaking the rules. Keeps the cheese out. I get that a lot of people like flyer spam as a competitive army, but I don't want to be THAT guy. (Kinda why I don't own a third Annihilation Barge)
It may seem foolish to you, but I don't want people going into the game thinking every necron player uses that trump card.
As for the 5 warriors and a stormtek, seems like a good idea, I might try it. Sometimes I put a Darkness Cryptek in a squad of Deathmarks, but usually they get glacked because of their 24" range, and deepstriking into cover is suicide.
I do feel that 14 warriors in a flyer is a bit much, and with my flyers not coming in till late game, it makes more sense to just use 5. I dunno, I just must've been in the mindset that I need more bodies for survivability.
Also I don't know why I didn't think that bringing a lord for 10 warriors was weird. Maybe I read that I should to do that somewhere...
Use the spiders, really? I mean, I really like using them to mess around, but they seem to be a bit unreliable. You sure I shouldn't use the C'tan instead? I didn't bring it in the set list because hes a bit too custom, but game by game I like using him.
|
Necrons: 3500 pts
Orks: 750 pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/10 01:13:01
Subject: Re:Necron 1500 pt army can't win.
|
 |
Raging Ravener
|
I feel like the main problem isn't that you don't have enough fliers, but rather there's little synergy with this list. It's kind of all over the place. You have things that are moving much faster (Wraiths and D.Lord) than the rest of your list and a huge amount of points sitting in reserves, almost a third is tied up with the Night Scythe alone and that's not counting your scarabs. I think the key to making this list a little bit stronger is to simply streamline it a bit. You have a ton of warriors, and you have a ghost ark, good. You seem to have a sturdy base for a phalanx if that is your style. A full blob on the ground with an Overlord with res orb, MSS, WS and at least SW will make it surprisingly durable, especially with the addition of a ghost ark. You can then use smaller warrior squads as a bubble wrap to help deter assault against your much more valuable blob. If you're concerned about res orbs for each squad I wouldn't worry about it too much as generally they don't make their points back unless you have at least 15 warriors. Anything less is generally too fragile for an additional 65 points (the minimum cost for Lord + RO).
Here's something I might suggest based on what you have.
HQ:
Overlord + RO + WS + MSS + SW = 160
D. Lord + SW + MSS + WS = 160
Troops:
20x Warriors + Ghost Ark = 375
10x Warriors = 130
10x Warriors = 130
FA:
6x Wraiths = 210
3x Scarabs = 45
Heavy:
2x Annihilation Barges = 180
2x Spyders = 100
Total: 1,490
Spyders work well here with a small squad of scarabs as they can make more of them, constantly reinforcing them, and they also provide an additional CC threat aside from your Wraiths. Spyders may not be kings of combat, but they also aren't bad at it. This will also force some target saturation. Everything will start on the field, just make sure to hide the Scarabs behind LoS blocking terrain as they approach whatever vehicle or unit you need tarpitted.
This is just my suggestion though, feel free to take or leave any of it.
Also with Deathmarks and Despairteks, they badly need a Nightscythe to get into range so you avoid the whole scatter problem and make sure that template is on target.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/10 01:52:21
Subject: Necron 1500 pt army can't win.
|
 |
Proud Triarch Praetorian
|
Metrosoda wrote:10 Warriors w/ a Lord + res orb and sempiternal weave
2 Annihilation Barges
1 Doomsday Ark
6 wraiths w/ a Destroyer lord + sempiternal weave and mindshackle scarabs
14 Warriors w/ Overlord + res orb, semp weave, and warscythe, all in a Night Scythe
2 squads of 3 Scarabs, usually in reserves
So I figure I've got a pretty solid build.
Err, sorry man, I don't know what stuff you were reading when you came up with it, but this list would have its ass handed to it in even the friendliest of games.
It's got SOME elements that will work well (Wraith + D.Lord deathstar, double Annihilation Barges), but the other parts are offsetting it so much it's no surprise you're getting nearly tabled.
Two squads of 3 Scarabs?! Even if you're keeping them in reserves to avoid giving away first blood, those will be WAY too easy to wipe out. Combine them. Scarabs should never be in numbers less than 5, otherwise they're just free kill points.
Try giving a couple of your Wraiths Whipcoils. Keep them behind the normal guys. When you pile in, then move them into base contact on either side of your Destroyer Lord.
Speaking of Destroyer Lord, are you making sure to keep him up front at all times? He should be tanking all shots AP3 or greater. For anything AP1-2, you Look-Out-Sir for him with a Wraith. This should help keep them alive until they can get into combat. (make sure to keep them in cover behind line of sight blocking terrain while they move up the table.)
Also, don't just throw them up against anything. There are certain kinds of units the Wraith-D.Lord-star excels against, and certain kinds they will straight up get murdered against.
That Nightscythe could be better utilized. I'd have either stuck 5 to 10 Gauss Immortals/Warriors and a Storm-tek or 5 Deathmarks and a Despair-tek in instead (anti- AV and anti- TEQ/ MC, respectively)
And why does a unit of 10 Warriors need a ResOrb? That's not very cost effective. Either beef them up (15 minimum) or drop the Orb and Lord. Better yet, drop the Lord, take 5 guys out of this squad and add them to the Overlord's 14 to make one massive blob, and have the remaining 5 stay in reserves to walk on late game to claim the home objective.
Doomsday Ark? Who told you they were good? Luckily you magnatized it, otherwise your Warrior blob would have missed out on one of the better vehicles in our codex (protip: get your blob a Ghost Ark)
And Crypteks! Your list has none. You could really benefit from a few (eg. Chrono-tek for your Overlord's Warrior blob, Storm-tek in your Nightscythe, Destruct-tek with Solar pulse to protect you from long range shooting for turn one, Despair-tek with Veil to jump a scoring unit around, etc.)
Metrosoda wrote:Sometimes I put a Darkness Cryptek in a squad of Deathmarks, but usually they get glacked because of their 24" range, and deepstriking into cover is suicide.
DON'T DEEP STRIKE THEM.
Nightscythe insertion, if you're playing a Death & Despair squad.
Use the spiders, really? I mean, I really like using them to mess around, but they seem to be a bit unreliable. You sure I shouldn't use the C'tan instead? .
DON'T TAKE A C'TAN.
Unless it's a Transcendent variety, one does not add a C'tan to a list and expect said list to get better.
Yes to Spyders, if you've got a lot of extra Scarabs. Scarabs tie things up in combat, then the Spyders come in and smash. Good little one-two combo.
|
This message was edited 1 time. Last update was at 2014/03/10 02:05:49
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/10 02:33:05
Subject: Re:Necron 1500 pt army can't win.
|
 |
Squishy Oil Squig
|
Thanks for the tips guys, it really starts to make sense when people who ACTUALLY PLAY necrons talk about the units.
Concerning the Deathmarks and Cyptek of Despair,
I thought the entire point to grouping them together was the ability to deep strike all over the field. If not, then why bother with despair when you could use something else, because causing moral checks doesn't ever pan out (for me anyways)
|
Necrons: 3500 pts
Orks: 750 pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/10 03:26:34
Subject: Re:Necron 1500 pt army can't win.
|
 |
Proud Triarch Praetorian
|
Metrosoda wrote:Concerning the Deathmarks and Cyptek of Despair,
I thought the entire point to grouping them together was the ability to deep strike all over the field. If not, then why bother with despair when you could use something else, because causing moral checks doesn't ever pan out (for me anyways)
...
You thought it was so you could use the Veil?
*sigh*
From the FAQ
Q: Do models from a Royal Court that are attached to a Deathmark
Squad benefit from the Hunters from Hyperspace special rule? (p90)
A: Yes.
Thus granting the AP1 auto hit Abyssal Staff a 2+ to wound against said marked target. Incredibly devastating against anything not wearing an inv save.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/10 06:04:40
Subject: Necron 1500 pt army can't win.
|
 |
Prophetic Blood Angel Librarian
|
In regards to the spyders:
You are paying 50pts each for a t6 w3 3+ fearless model which is guaranteed to make a 15pt scarab base every turn it is alive. If it gets into combat with a vehicle or MC it has two st10 ap2 smash attacks and if it charges into combat with meq or teq it has 3 st6 ap2 attacks. With scarabs, wraiths, anni barges and scythes around they will rarely get shot up either. Cheapest mc in the game.
I personally think that is better than the 50pts (or 55 in c:sm), it costs for a multimelta attack bike which is a popular and commonly used unit.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/11 15:03:12
Subject: Re:Necron 1500 pt army can't win.
|
 |
Squishy Oil Squig
|
Thus granting the AP1 auto hit Abyssal Staff a 2+ to wound against said marked target. Incredibly devastating against anything not wearing an inv save.
The Abyssal Staff makes wounds against the targets Leadership instead of the toughness. So the always wounding on 2+ counts for that too? I didn't know that, I assumed HfH was just counting for toughness.
So let me get this right: Stick a Despair with Deathmarks in reserve. Deepstrike onto board right next to the toughest bastard on the board and mark him for 2+ to wound. Immediately shoot with despair so I can get an AP1 wound against Leadership, and make him use up an Invulnerable Save (if he has one). Finish him off with deathmarks if we wasn't insta killed.
I can shoot full BS + the template after deepstrike right?
Or do you not recommend deepstriking in range of enemies.
I have pretty bad luck with my deathmarks dying as soon as its the enemies turn, idk if that's normal or if I'm just making a bad choice.
|
Necrons: 3500 pts
Orks: 750 pts |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/11 15:31:44
Subject: Re:Necron 1500 pt army can't win.
|
 |
Regular Dakkanaut
|
Metrosoda wrote:Thus granting the AP1 auto hit Abyssal Staff a 2+ to wound against said marked target. Incredibly devastating against anything not wearing an inv save.
The Abyssal Staff makes wounds against the targets Leadership instead of the toughness. So the always wounding on 2+ counts for that too? I didn't know that, I assumed HfH was just counting for toughness.
So let me get this right: Stick a Despair with Deathmarks in reserve. Deepstrike onto board right next to the toughest bastard on the board and mark him for 2+ to wound. Immediately shoot with despair so I can get an AP1 wound against Leadership, and make him use up an Invulnerable Save (if he has one). Finish him off with deathmarks if we wasn't insta killed.
I can shoot full BS + the template after deepstrike right?
Or do you not recommend deepstriking in range of enemies.
I have pretty bad luck with my deathmarks dying as soon as its the enemies turn, idk if that's normal or if I'm just making a bad choice.
There is no penalty to BS when you deepstrike. You cannot move in the movement phase or declare a charge, but can choose to either run or shoot in the shooting phase.
Because deepstriking is unreliable, delivering the Death&Despair squad via nightscythe is preferred. Keep them inside for a turn or two if no good targets have presented themselves yet.
Deathmarks have a tendency to die shortly after firing their stuff, but their 2+ to wound w/ rending is pretty nasty, so if you've placed them correctly they should often kill their points worth in models.
It's been said above, but I agree two canoptek spyders and a scarab farm is much better than a doomsday ark for a heavy support choice.
|
Sekhmet - Dynasty 4000pts Greenwing - 2000pts Deathguard - 1500pts Daemons of Nurgle - 1000pts ~320pts
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/11 16:14:14
Subject: Re:Necron 1500 pt army can't win.
|
 |
Proud Triarch Praetorian
|
Metrosoda wrote:So let me get this right: Stick a Despair with Deathmarks in reserve. Deepstrike onto board right next to the toughest bastard on the board and mark him for 2+ to wound. Immediately shoot with despair so I can get an AP1 wound against Leadership, and make him use up an Invulnerable Save (if he has one). Finish him off with deathmarks if we wasn't insta killed.
I can shoot full BS + the template after deepstrike right?
Or do you not recommend deepstriking in range of enemies.
I have pretty bad luck with my deathmarks dying as soon as its the enemies turn, idk if that's normal or if I'm just making a bad choice.
No.
If the Despair-tek is attached to a unit of Deathmarks, anything he shoots at that has been HfH marked, he will no longer wound against leadership. Forget about the Ld stat all together in that case. For all intents and purposes, he is now a Deathmark, and any marked target will be wounded on a 2+ no matter what.
And I said it previously above, but it looks like I need to reiterate it:
DO. NOT. DEEPSTRIKE. THEM.
In order to be able to use the Despair-tek's flamer you need to get close. If you try to get close, you're probably going to end up mishapping. Just pay the extra 70 points to upgrade them from Veil to Nightscythe so you can pinpoint insert them instead. No risk, and you get a flying Tesla Destructor, too.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/11 19:49:30
Subject: Necron 1500 pt army can't win.
|
 |
Shas'o Commanding the Hunter Kadre
Olympia, WA
|
Zhandrek may be the best thing in the codex. Just FYI. I think the world of him.
|
Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/11 20:30:57
Subject: Re:Necron 1500 pt army can't win.
|
 |
Grisly Ghost Ark Driver
|
Anakyr is pretty awesome too for what you get for him. Also free upgrades to a squad of tesla immortals =
My suggestions:
Lose the lord with the first squad of warriors. (or at least drop the res orb and weave) Waaay too many points tied into upgrades for a model that essentially will do nothing in particular apart from babysitting a small squad of warriors. Res orbs especially cost too much to take in anything less than max squads of troops. Consider instead a ghost ark, or nothing at all.
Drop the Ark. Costs too much for what it does.
Combine the small scarab squads. 3 bases is not enough to do anything but provide a minor distraction and a kill point to anything even looking funny at them.
Wraith squad + destroyer lord is tech, keep that.
Also nightscythes don't have to start with the unit you bought them for embarked, consider starting them (the troops) on the board and just using the empty scythes as a harassing unit later on?
A despair-tek and deathmarks + nightscythe is also tech. consider adding it for stuff you absolutely must kill.
Finally you cannot have enough annihilation barges. If you can find the space with the other changes to add a 3rd, please do so.
I apologise if any of the above duplicates prior posts, consider them an endorsement of those tactics should they already have been mentioned.
|
This message was edited 1 time. Last update was at 2014/03/11 20:36:45
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/11 21:35:08
Subject: Re:Necron 1500 pt army can't win.
|
 |
Boosting Space Marine Biker
|
It has been said before, but it bears repeating, you have the units you need in your collection to make a viable and threatening list, it simply appears that you have taken units with little thought to how they will complement each other on the battlefield.
Given the limits of your collection the first thing I would do is select a unit of 20 warriors and attach your overlord to it. He contributes a good save to the unit, as well as the res orb, even if he has to use the majority toughness of 4. You may consider upgrading him to a phaeron, an assaulty blob of Necrons often catches people by suprise. You should always always add a lord or cryptek to the unit (I generally use a chronotek) since if by some chance te unit is wiped out, as an ever living model you can still make the RP roll for him, and if he passes your 20 strong unit is still in play, since as a member of the unit, the ghost ark can still use the repair barge rule on the unit. If I would suggest any purchases to make a full squad stronger, they would be illuminate zseras and a second ghost ark. Ghost arks really make the blob so much more resilient, and you can make them more resilient by using spyders to repair them as and when they take damage. Such a formation is the core of a Necron phalanx, and with smaller units protecting the flanks can be a real headache to take on.
As to what to take in addition, deathmarks with a despairtek and NS are always good for killing MC's and elite infantry, a 5 strong unit of warriors in a NS gives you the ability to drop right onto an objective late game. There are tons of different tactics, and multiple viable army builds, with only one really duff unit in the codex.
As to tactics. Necrons are a shooting army, with a sweet spot of up to 24 inches, they have few low AP weapons, which means that they rely primarily on volume of fire to cause casualties. They can also weather a good amount of return fire with RP, and the overlords are nasty in close combat with a roughly 50% chance of killing whatever it is they are fighting (almost guaranteed).
What the blob does is force your opponent to concentrate on stoping it (which you make very hard for him) while closing to your optimal range, and wiping him out with shooting
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/12 03:57:08
Subject: Re:Necron 1500 pt army can't win.
|
 |
Proud Triarch Praetorian
|
madtankbloke wrote:You should always always add a lord or cryptek to the unit (I generally use a chronotek) since if by some chance te unit is wiped out, as an ever living model you can still make the RP roll for him, and if he passes your 20 strong unit is still in play, since as a member of the unit, the ghost ark can still use the repair barge rule on the unit.
I thought once the last Warrior fell your chance to bring them back is lost? (hence the reason it's important to focus fire a Necron unit down to make sure they can't come back).
If Crypteks surviving count toward being able to bring the whole unit back via RP or repair barge, for argument's sake, how exactly is this accomplished? (genuinely wondering, in case I have to defend it when I try it)
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 0011/06/20 22:12:53
Subject: Re:Necron 1500 pt army can't win.
|
 |
Boosting Space Marine Biker
|
skoffs wrote:madtankbloke wrote:You should always always add a lord or cryptek to the unit (I generally use a chronotek) since if by some chance te unit is wiped out, as an ever living model you can still make the RP roll for him, and if he passes your 20 strong unit is still in play, since as a member of the unit, the ghost ark can still use the repair barge rule on the unit.
I thought once the last Warrior fell your chance to bring them back is lost? (hence the reason it's important to focus fire a Necron unit down to make sure they can't come back).
If Crypteks surviving count toward being able to bring the whole unit back via RP or repair barge, for argument's sake, how exactly is this accomplished? (genuinely wondering, in case I have to defend it when I try it)
The relevant rule that makes it all possible is the character rule. When you attach a lord or cryptek to a unit, he becomes a part of that unit in the same way as any other character. What this means is if you attach your lord or cryptek to a unit of warriors, and then the unit is reduced to just your character, he still counts as a scoring unit of Necron warriors by his lonesome.
Lords and crypteks also have ever living rather than reanimation protocols, so in the case of the whole unit being wiped out, the reanimation protocol tokens would be removed, but the ever living token would not. If you pass the EL roll, then you replace the character, and the unit is still in play.
Since The Lord/cryptek is now a 1 man unit of Necron warriors, he can be targeted by the repair barge rule on the ghost ark, and the unit can be replenished up to full strength (given sufficient time)
So yes, always have a lord or cryptek leading your big blob of Necron warriors, because even if they are wiped out, you can still get them back if you are lucky
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/12 05:29:31
Subject: Re:Necron 1500 pt army can't win.
|
 |
Proud Triarch Praetorian
|
madtankbloke wrote: skoffs wrote:madtankbloke wrote:You should always always add a lord or cryptek to the unit (I generally use a chronotek) since if by some chance te unit is wiped out, as an ever living model you can still make the RP roll for him, and if he passes your 20 strong unit is still in play, since as a member of the unit, the ghost ark can still use the repair barge rule on the unit.
I thought once the last Warrior fell your chance to bring them back is lost? (hence the reason it's important to focus fire a Necron unit down to make sure they can't come back).
If Crypteks surviving count toward being able to bring the whole unit back via RP or repair barge, for argument's sake, how exactly is this accomplished? (genuinely wondering, in case I have to defend it when I try it)
The relevant rule that makes it all possible is the character rule. When you attach a lord or cryptek to a unit, he becomes a part of that unit in the same way as any other character. What this means is if you attach your lord or cryptek to a unit of warriors, and then the unit is reduced to just your character, he still counts as a scoring unit of Necron warriors by his lonesome.
Lords and crypteks also have ever living rather than reanimation protocols, so in the case of the whole unit being wiped out, the reanimation protocol tokens would be removed, but the ever living token would not. If you pass the EL roll, then you replace the character, and the unit is still in play.
Since The Lord/cryptek is now a 1 man unit of Necron warriors, he can be targeted by the repair barge rule on the ghost ark, and the unit can be replenished up to full strength (given sufficient time)
So yes, always have a lord or cryptek leading your big blob of Necron warriors, because even if they are wiped out, you can still get them back if you are lucky
I don't know why that never clicked for me before.
I mean, I knew about the whole "characters attached to units become part of that unit" for cases like scoring or things like a D&D squad granting HfH wounding to the Despair-tek, but I don't know why I didn't associate it with the Repair Barge rule.
Does it work for plain old Reanimation Protocols, too? (say you've got a unit of 10 Immortals and a Cryptek. The entire squad gets wiped out in one round of shooting. Somehow the Cryptek manages to stand back up. Do the Immortals also get to try their Reanimation Protocol rolls then? Normally, if it was just a unit of 10 Immortals with no character attached, they'd be gone, no chance of RP. But as the Cryptek counts as a member of the unit, would him still being there be enough to let them attempt to stand back up?)
...
Or does it only work in the case of the Ghost Ark replenishing Warriors to a unit?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/12 05:47:54
Subject: Re:Necron 1500 pt army can't win.
|
 |
Boosting Space Marine Biker
|
You can only make a reanimation protocols roll for a model if there is at least one model with RP still alive in the unit. While a lord or cryptek counts as a member of whatever unit he is attached to, he has ever living not RP. This means the characters presence alone is not enough to allow RP rolls.
In the case of the immortals, sadly if the cryptek was the last man standing, you wouldn't get to make RP rolls for them. He would however count as a scoring unit.
The repair barge rule works because the attached character counts as a member of the unit he is leading, so the EL/RP rules are irrelevant, and the repair barge only works on units of warriors
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/12 06:05:03
Subject: Necron 1500 pt army can't win.
|
 |
Proud Triarch Praetorian
|
Excellent clarification, much obliged.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/03/13 00:58:16
Subject: Necron 1500 pt army can't win.
|
 |
Regular Dakkanaut
|
Metrosoda wrote:Hey, so I've been playing necrons for around 6 months now, maybe more, and I've been reading up everything I can on how to have the most fun with the army, while still being reasonably competitive. I've fought just about every army, and from what I can say, most of the time I end up losing, usually with maybe 1 or two units left, with the enemy having nearly their entire army left. I notice that I just have a hard time killing anything. I have notoriously bad rolls, and when I say bad, It makes non superstitious people I play question it. But eh, I guess gak happens, to me more than most.
But anyways, I started playing with some guys so we can really play the game right. So we did 1500 pt game, no 3 unit spam, same list for everyone. For me I decided to stick with a general setup, nothing too expensive.
Heres what I got:
10 Warriors w/ a Lord + res orb and sempiternal weave
2 Annihilation Barges
1 Doomsday Ark
6 wraiths w/ a Destroyer lord + sempiternal weave and mindshackle scarabs
14 Warriors w/ Overlord + res orb, semp weave, and warscythe, all in a Night Scythe
2 squads of 3 Scarabs, usually in reserves
So I figure I've got a pretty solid build. Unfortunately, this isn't so.
Wraith Squad does fine because they are pretty OP, but I still fail 3 up saves a lot, ending up with 3 or 4 left by the time they reach combat.
Annihilation Barges never get 6s, and if they do, armor or cover saves keep casualties to a minimum.
Doomsday Ark ALWAYS misses, or cover saves reduce impact.
Warriors usually get rushed, possibly kill around 5 infantry beforehand.
Flyer ends up coming in around turn 3 or 4, and by then most of my stuff has been rushed and destroyed, so they are next on the list.
So if I play defensive, the enemy rushes in, I might kill a few, and they get slaughtered. Either that or I get outranged. Obviously if I play aggressively I'll just get decimated.
I see people complaining all the time about Resurrection Protocols, but its commonly forgotten that all you have to do with wipe out the warriors, and they can't come back. Sounds hard, but AP tends to take care of that pretty quick.
Another Problem I noticed is that Necrons are pretty much vehicle killers only, so monstrous creatures are there to stay.
I am aware that tesla immortals are great, and that I need to bring them, but I've already got 40-something warriors, with res orbs everywhere, and I read that is the alternative to immortals. Also, I ain't never roll sixes, so tesla fails me often.
I just wanna know, is there anything in this build that seems like a bad idea, and is there any tactic I can pull off that would give my opponents resistance? Thanks in advance, sorry if it sounds like I'm complaining.
PS: Remember that I'm not looking for tournament ranking competition, just an army that works, because obviously I'm doing something wrong.
Maybe you need new dice? Your build is fine, you can tweak whatever you want but if you can't make 3+ saves and can't roll 6's, maybe it's time to spend 5 bucks at the 25c dice bin and get some new ones.
|
|
 |
 |
|
|