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2015/08/14 15:47:17
Subject: Finally Played Against Necrons... Why? Just why?
Most people's first response to Necrons are like this. You'll soon realize that they are not the worst part in 40k, either. Eldar, Admech, and Skyhammer/Gladius marines all make you question your choice in gaming. That being said, Necrons lack mobility, and a lot of their units are vulnerable to CC (if you get luck and kill any). So, play to objectives, tarpit things to reduce their shooting, heck, use Terminators or anything with a 2+ save. Necrons lack AP2 en masse as well.
1. Necrons lacking mobility is a myth. I don't know WHY people keep saying this and repeating it as if it were true. They're one of the most mobile armies, if anything.
2. Tarpitting only works if you reach there to tarpit them, and once again saying that Necrons lack mobility is a myth.
3. Terminators are bad. The 2+ is overrated when you have weight of firepower. Hell, Destroyers in the Cult will consistently kill one Terminator per round of shooting whereas Terminators will kill less than half a Destroyer in shooting. Plus JSJ. Nobody is scared of the 2+. That's how bad the power creep is.
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.
2015/08/14 16:13:23
Subject: Finally Played Against Necrons... Why? Just why?
Most people's first response to Necrons are like this. You'll soon realize that they are not the worst part in 40k, either. Eldar, Admech, and Skyhammer/Gladius marines all make you question your choice in gaming. That being said, Necrons lack mobility, and a lot of their units are vulnerable to CC (if you get luck and kill any). So, play to objectives, tarpit things to reduce their shooting, heck, use Terminators or anything with a 2+ save. Necrons lack AP2 en masse as well.
1. Necrons lacking mobility is a myth. I don't know WHY people keep saying this and repeating it as if it were true. They're one of the most mobile armies, if anything.
2. Tarpitting only works if you reach there to tarpit them, and once again saying that Necrons lack mobility is a myth.
3. Terminators are bad. The 2+ is overrated when you have weight of firepower. Hell, Destroyers in the Cult will consistently kill one Terminator per round of shooting whereas Terminators will kill less than half a Destroyer in shooting. Plus JSJ. Nobody is scared of the 2+. That's how bad the power creep is.
Necrons have mobility, yes, if you build your list to do it. My generic Decurions have Tomb Blades and maybe a Night Scythe or two occasionally, and that's it. You're standard TAC list doesn't have that much mobility besides Tomb Blades and probably Wraiths because that's all anyone knows how to play.
40k:
8th Edtion: 9405 pts - Varantekh Dynasty
2015/08/14 16:33:23
Subject: Finally Played Against Necrons... Why? Just why?
Most people's first response to Necrons are like this. You'll soon realize that they are not the worst part in 40k, either. Eldar, Admech, and Skyhammer/Gladius marines all make you question your choice in gaming. That being said, Necrons lack mobility, and a lot of their units are vulnerable to CC (if you get luck and kill any). So, play to objectives, tarpit things to reduce their shooting, heck, use Terminators or anything with a 2+ save. Necrons lack AP2 en masse as well.
1. Necrons lacking mobility is a myth. I don't know WHY people keep saying this and repeating it as if it were true. They're one of the most mobile armies, if anything.
2. Tarpitting only works if you reach there to tarpit them, and once again saying that Necrons lack mobility is a myth.
3. Terminators are bad. The 2+ is overrated when you have weight of firepower. Hell, Destroyers in the Cult will consistently kill one Terminator per round of shooting whereas Terminators will kill less than half a Destroyer in shooting. Plus JSJ. Nobody is scared of the 2+. That's how bad the power creep is.
Necrons have mobility, yes, if you build your list to do it. My generic Decurions have Tomb Blades and maybe a Night Scythe or two occasionally, and that's it. You're standard TAC list doesn't have that much mobility besides Tomb Blades and probably Wraiths because that's all anyone knows how to play.
Can you build a Necron list without any mobility? Sure. But as a whole "Mobility" is not anywhere near close to a "Weakness" for the Necron army. They are INCREDIBLY mobile. You don't even have to try very hard to have an incredibly mobile list. Options for mobility are EVERYWHERE.
Take some Wraiths or Scarabs. Boom, you have one of the most mobile assault units in the game.
Take a Night Scythe dedicated transport. Boom, your troops can magically beam just about anywhere on the board you want them to go.
Take some Tomb Blades. Boom, you have one of the best jetbikes in the game.
Take some Death Marks. Boom, you have a great deepstriking unit that you can use to respond to enemy movement.
Take some Flayed Ones. Boom, you have an incredible melee unit that you can use to Infiltrate OR deep strike with.
Take the Standard Reclamation League. Boom all your Warriors, Immortals, and Tomb Blades have Move Through Cover.
There's even more options than that. Necrons give ELDAR a run for their money in terms of having options for mobility. They're one of the fastest armies in the game!
When you get right down to it, Necrons have no major weaknesses, all their Infantry are undercosted, and their formation bonuses are too strong. That's basically what's wrong with the codex.
Adding the Decurion and Formation bonuses to them throws gasoline on that fire. Your basic Necron Warrior should be about 15 points. Add Decurion and Reclamation League bonuses to that Warrior and you're looking at a 17-18 point model for only 13 points. That same problem is true for just about every Necron Infantry unit in the codex. Immortals with Decurion should cost around 5 points more than they do. Wraiths should cost about 10 points more. Flayed Ones should be 3-4 points more expensive than they are.
Once you get done adding in all the under-costed Necron infantry in a typical Necron list, you're looking at a significant disadvantage for the opponent.
Necron Vehicles are actually pretty well priced. But a smart Necron player brings very very few of them because their Infantry gets just so much more bang for the buck.
2015/08/14 16:35:00
Subject: Finally Played Against Necrons... Why? Just why?
With Dark Angels and Harlies you are at the loosing end when facing stronger armies like Necrons.
You should play for the objectives. This will give you a chance.
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Basically, you want them back at third edition prices, where they were tougher (warriors had 3+) and overcosted at the price?
"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad.
2015/08/14 17:23:40
Subject: Finally Played Against Necrons... Why? Just why?
There's even more options than that. Necrons give ELDAR a run for their money in terms of having options for mobility. They're one of the fastest armies in the game!
When you get right down to it, Necrons have no major weaknesses, all their Infantry are undercosted, and their formation bonuses are too strong. That's basically what's wrong with the codex.
Adding the Decurion and Formation bonuses to them throws gasoline on that fire. Your basic Necron Warrior should be about 15 points. Add Decurion and Reclamation League bonuses to that Warrior and you're looking at a 17-18 point model for only 13 points. That same problem is true for just about every Necron Infantry unit in the codex. Immortals with Decurion should cost around 5 points more than they do. Wraiths should cost about 10 points more. Flayed Ones should be 3-4 points more expensive than they are.
1. That's a bit of an exaggeration. Tau have more easily obtainable mobility. Dark Eldar and Harlequins are also faster. Wraiths and Scarabs are Beasts, so by that logic, Daemons/Khorne Daemonkin have the same mobility. Flayed Ones? So, Tyranids have the same mobility, because Genestealers and Lictors and Mawlocs. Necrons aren't that fast. Other armies can do the same things for the most part, bar Monoliths and Night Scythes.
2. Init 2. Very little Fearless. Sweeping Advance and Blind come to mind as weaknesses. Also high armor save MCs. Again, Necrons lack spammable S6 and/or AP2 weaponry.
3. So is a Space Marines undercosted? Sure, no RP, but better armor save than a warrior, assault grenades, krak grenades, Bolt pistol, And They Shall Know No Fear, access to special/heavy weapons, and Chapter Tactics? All for 14 points. Yes, Necron Warriors with their 1 special rule is too cheap. And on that note, they have Drop Pods. Boom, better mobility.
I'm assuming you've just had some bad luck against Necrons or something, because they're really not that bad anymore compared to what's in the game now. War Convocation, Skyhammer, Gladius, Wraithhost, ext. All of these formations are just as stupid as the Decurion.
40k:
8th Edtion: 9405 pts - Varantekh Dynasty
2015/08/14 17:50:42
Subject: Finally Played Against Necrons... Why? Just why?
Our warriors have 2 special rules tbf - you're forgetting gauss.
Warriors aren't too cheap (well maybe by a point), but decurion makes them go from a 33% chance at passing an RP roll to a 58.3% chance (if in 12" of the warlord). That's a 75% increase in durability (59.3/33.3 -1).
And since you can't really get rid of RP there is no way around it, apart from reducing it by 1, in which case necrons without bonus RP drop to a 17% chance of passing whilst Decurion Necrons drop to a 39% chance of passing, so against ID attacks, Decurion Necrons are 129% more durable than CAD Necrons.
It's Decurion that's the issue, not Necrons in general.
2015/08/14 17:54:04
Subject: Re:Finally Played Against Necrons... Why? Just why?
If 3 units of X are balanced at point cost Y, but the same 3 units get a little bonus of something in a formation, they are by definition no longer balanced.
Formations that don't cost points by themselves are inherently a "free bonus" that cannot be balanced compared to the identical unit selection without the formation bonus.
Makes formations, in theory, a neat cheat to get underused units back to the table, but that's not how GW is using them it seems.
This message was edited 1 time. Last update was at 2015/08/14 17:54:33
2015/08/14 18:03:50
Subject: Re:Finally Played Against Necrons... Why? Just why?
If 3 units of X are balanced at point cost Y, but the same 3 units get a little bonus of something in a formation, they are by definition no longer balanced.
Formations that don't cost points by themselves are inherently a "free bonus" that cannot be balanced compared to the identical unit selection without the formation bonus.
Makes formations, in theory, a neat cheat to get underused units back to the table, but that's not how GW is using them it seems.
That's definitely true to a large extent. The disadvantage of formations is having to take units you don't want, not as much an issue with Decurion as say with a Gladius but that disadvantage is usually nowhere near enough to balance the advantages. Worst offender in my eyes is the Ad Mech War Convocation.
The older formations out there were decent because it gave advantage to units that were overcosted, thinking along the lines of Helbrutes, Cyphers Chosen, Stormwing (that ones debatable), most of the BA and Nid formations from Shield of Baal etc.
But with the new formations - yeh, what you say is definitely the case.
2015/08/14 18:06:19
Subject: Finally Played Against Necrons... Why? Just why?
The thing about Necron mobility is that they can walk straight to any objective and never have to worry about the repercussions of getting caught out in the open. Almost any other army that tries that would be shot off the board, something the Necrons never have to worry about. Warriors might take 2 or 3 turns to get there, but they will, reliably and quicker than any other infantry.
2015/08/14 18:20:59
Subject: Finally Played Against Necrons... Why? Just why?
Basically, you want them back at third edition prices, where they were tougher (warriors had 3+) and overcosted at the price?
I don't think a Necron Warrior would be overcosted at 15 points. If you add in the Decurion bonus I don't think a Necron Warrior would be overcosted at 17 points. I think they'd be pretty balanced at that price.
Certain models, like Wraiths, are off by a much larger margin than a point or two.
2015/08/14 18:27:24
Subject: Finally Played Against Necrons... Why? Just why?
Playing against crons means you have to accept a different approach to winning.
its a different game.
If you get unlucky and get kill points though. go for the vehicles then run away and pick at a unit one at a time.
but really mathematically a 2++ rerollable jink is much better than effectively a 4+ rerollable. (IIRC assuming people are playing the no better than 4+ res) the only caveat is that its localized and ignore cover feths it.
I appreciate all the responses and tips. Before I address anything else I must address this; we're starting to derail about. I started this thread by complaining about Necrons, yes. But there's nothing I can do about their power. I can't make them weaker and complaining about points cost and what not won't fix anything. What will at least help is learning how to fight them and that was my intention when starting this thread. As I said, I don't expect my friend to shelf his Necrons for my sake. I expect to learn how to counter them better for both of our sakes.
Anyways, I'll start by posting my list, I'm now convinced there's plenty of things that can be changed to make it more viable against necrons (would also like to note that I made it last second because it was a last second game, so please be merciful):
HQs:
Librarian
- bike
- lvl 2
- force stave
- warlord
Librarian
- level 1
- force axe
Elites:
Dreadnought
- Multi melta
- powerfist
- heavy flamer
- drop pod with deathwind launcher
Fast Attack:
Black Knights x6
- grenade launcher x2
Darkshroud
- heavy bolter
Land Speeder
- Multi melta x2
Heavy Support:
Predator
- Lascannon sponsons
- autocannon
Also wanted to mention that the list was really made as a TAC list so it wasn't exactly decked out for Necrons.
I'm not too familiar with the list I fought against since I'm very unfamiliar with necrons. But I know he used that royal court formation or whatever it's called. He also had 3 wraiths (wrecked my bikes), 2 or 3 units of immortals, 1 unit of warriors, 1 units of lychguard, a command barge and possibly some other things but I think that's it. Perhaps someone knows off hand what formations or detachments he used by what I've listed? I'll definitely pay more attention to his list next time.
Lastly I wanted to give a shoutout to Jimsolo. Reading over your thread now, Jim. It's VERY interesting and I might just give it a whirl.
Do what you love and love what you do. Like sell firewood.
2015/08/14 18:54:09
Subject: Re:Finally Played Against Necrons... Why? Just why?
If 3 units of X are balanced at point cost Y, but the same 3 units get a little bonus of something in a formation, they are by definition no longer balanced.
Formations that don't cost points by themselves are inherently a "free bonus" that cannot be balanced compared to the identical unit selection without the formation bonus.
Makes formations, in theory, a neat cheat to get underused units back to the table, but that's not how GW is using them it seems.
That's definitely true to a large extent. The disadvantage of formations is having to take units you don't want, not as much an issue with Decurion as say with a Gladius but that disadvantage is usually nowhere near enough to balance the advantages. Worst offender in my eyes is the Ad Mech War Convocation.
The older formations out there were decent because it gave advantage to units that were overcosted, thinking along the lines of Helbrutes, Cyphers Chosen, Stormwing (that ones debatable), most of the BA and Nid formations from Shield of Baal etc.
But with the new formations - yeh, what you say is definitely the case.
True. But "overcosted" units is a balance problem in itself. So using formations as a fix, while something I'd hope they do more often, is sorta admitting the problem. It's a roundabout way to add "more something" to a unit that isn't worth it without that formation.
Assuming, in an unattainable ideal, that all units are perfectly balanced, there'd be no unwanted or "tax" units in the first place.
2015/08/14 19:09:51
Subject: Finally Played Against Necrons... Why? Just why?
Ok necrons have short range, with very few exceptions they have a range of 24". With proper deployment you can have an unanswered turn of shooting.
They don't have many units that are good at taking down monstrous creatures, gauss can wound on a six and the MQ will always get their armor save.
They rely on a few specific units for dealing with SME (destroyers mostly), so if you are running DA you can safely ignore ranged units that aren't destroyers.
Of the commonly used units, Only lych guard and characters have power weapons in melee, the only other threats to SEQ are wraiths who have rending, and spyders/C'Tan who are monstrous creatures. Most other necron units use the rocky balboa school of winning melee combat, and let you hit them in face until you get tired.
In terms of toughness per point, warriors are insane. In a decurion, with in 12" of the overlord, against bolter fire they are just shy of being the equivalent to a 2+ armor save. Bring lots of AP 4 or don't bother shooting at them, there will almost always be something more worthwhile to shoot at.
Necron vehicles aren't particularly tough, They are almost all open topped, and one pen away from from being slow DE raiders. The exception is the monolith, which is a las cannon/melta magnet because they don't make terrain big enough to hide it.
This message was edited 3 times. Last update was at 2015/08/14 19:10:27
Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.
2015/08/14 19:13:50
Subject: Re:Finally Played Against Necrons... Why? Just why?
I appreciate all the responses and tips. Before I address anything else I must address this; we're starting to derail about. I started this thread by complaining about Necrons, yes. But there's nothing I can do about their power. I can't make them weaker and complaining about points cost and what not won't fix anything. What will at least help is learning how to fight them and that was my intention when starting this thread. As I said, I don't expect my friend to shelf his Necrons for my sake. I expect to learn how to counter them better for both of our sakes.
Anyways, I'll start by posting my list, I'm now convinced there's plenty of things that can be changed to make it more viable against necrons (would also like to note that I made it last second because it was a last second game, so please be merciful):
Spoiler:
HQs:
Librarian
- bike
- lvl 2
- force stave
- warlord
Librarian
- level 1
- force axe
Elites:
Dreadnought
- Multi melta
- powerfist
- heavy flamer
- drop pod with deathwind launcher
Fast Attack:
Black Knights x6
- grenade launcher x2
Darkshroud
- heavy bolter
Land Speeder
- Multi melta x2
Heavy Support:
Predator
- Lascannon sponsons
- autocannon
Also wanted to mention that the list was really made as a TAC list so it wasn't exactly decked out for Necrons.
I'm not too familiar with the list I fought against since I'm very unfamiliar with necrons. But I know he used that royal court formation or whatever it's called. He also had 3 wraiths (wrecked my bikes), 2 or 3 units of immortals, 1 unit of warriors, 1 units of lychguard, a command barge and possibly some other things but I think that's it. Perhaps someone knows off hand what formations or detachments he used by what I've listed? I'll definitely pay more attention to his list next time.
Lastly I wanted to give a shoutout to Jimsolo. Reading over your thread now, Jim. It's VERY interesting and I might just give it a whirl.
Well if you are trying to not tailor then there is not much to be changed.
Id probably start with tactics.
Royal court do all sorts of things
The wraiths are dumb strong and hard to kill. dont really expect to kill them. they are susceptible to having the spider killed to get rid of there res. Otherwise lots of ST10 or force attacks can possible down them. casting enfeeble on them is a great help.
Immortals and warriors are bog standard infantry. one with heavier weapons and stuff.
Lychguard are (IIRC) Strong melee units with ap2 IIRC so try and shoot them out. invisibility or storm shield them.
The barge is a pain in the ass though i might be projecting from the sillyness that was there last codex.
PaulTheFirewoodSalesman wrote: I'm not too familiar with the list I fought against since I'm very unfamiliar with Necrons.
That's your issue Paul, it's important to understand the Necron units and formations as they have very specific counters.
Either way, you have:
- S10 attacks that can kill Wraiths and AV12 which Immortals/Warriors can't touch in CC (Dreadnought)
- Many debuffs and enablers with 3x Psyker MLs and Interromancy (2x Librarians)
- Fast and survivable Hit and Run units which can control the battlefield (Ravenwing bikes w/Darkshroud)
- AP2 shooting to fend of CC beasts like Lychguard (your Plasma Tac Squad)
- Some anti-armor to focus down Transports (Pred + Speeder)
If you liked JimSolo's link, you are capable of your own Leadership warfare using Seed of Fear and the Darkshroud. Worth exploring IMO.
2015/08/14 19:21:45
Subject: Re:Finally Played Against Necrons... Why? Just why?
Again, predictable because of the ease of getting the DV models, and whilst the Black Knights should really have your plasma needs covered, flamers and grav aren't much of a draw against 'Crons. Melta would be a possibility (helps against Quantum Shielding), but then I'd be putting them in pods rather than rhinos/razors and you'd run the risk of splitting your forces. Presuming the plasma cannon gets combat-squadded to hold backfield?
Again, a very solid unit, but I'm not sure about the number of grenade launchers - I generally only have one per unit, but hopefully some other people will chime in as I've not had many games with mine.
The idea that Necrons are easy to sweep is completely outdated. Certain high end dedicated assault units can do it with luck on their side, but immediate reanimation made it a ton harder for mine to be shifted, and for multiple reasons.
2015/08/14 20:45:36
Subject: Re:Finally Played Against Necrons... Why? Just why?
changemod wrote: The idea that Necrons are easy to sweep is completely outdated. Certain high end dedicated assault units can do it with luck on their side, but immediate reanimation made it a ton harder for mine to be shifted, and for multiple reasons.
On top of that LD10 will basically require you to kill 4 more than your enemy before you have a 50ish % chance to making them fail.
Its not good.
Also the though about dreads in CC with warrior types is bad because "Our weapons are useless" rule (unless that was removed)
Desubot wrote: On top of that LD10 will basically require you to kill 4 more than your enemy before you have a 50ish % chance to making them fail.
Also the thought about dreads in CC with warrior types is bad because "Our weapons are useless" rule (unless that was removed)
With "Seed of Fear" (Interromancy power) Necrons will take checks (Fear, Pinning, Morale) on 3D6.
Also, Warriors might fall back but the Dreadnought is at no risk during CC itself. I think you can still test for Sweeping Advance off "Our Weapons are Useless'? If so, that's a risky move at I2 and even if regrouped you'll be rolling Snapshots on the next turn.
This message was edited 1 time. Last update was at 2015/08/15 01:48:22
2015/08/15 01:57:14
Subject: Re:Finally Played Against Necrons... Why? Just why?
Desubot wrote: On top of that LD10 will basically require you to kill 4 more than your enemy before you have a 50ish % chance to making them fail.
Also the thought about dreads in CC with warrior types is bad because "Our weapons are useless" rule (unless that was removed)
With "Seed of Fear" (Interromancy power) Necrons will take checks (Fear, Pinning, Morale) on 3D6.
Also, Warriors might fall back but the Dreadnought is at no risk during CC itself. I think you can still test for Sweeping Advance off "Our Weapons are Useless'? If so, that's a risky move at I2 and even if regrouped you'll be rolling Snapshots on the next turn.
I was making a generalization on on the LD thing.
Also forgot that you can get sweeper during our weapons. so that might not be a bad idea.
I'm going to start by saying that this thread isn't anything new. It's mainly just yet another person complaining about Necrons. But at the same time, I'm looking for tips.
Anyways, I played against Necrons for the first time today. And holy moly it was absolutely brutal. I actually conceded by the end of turn 2 because I was getting slaughtered. It was 1500 of my Dark Angels vs 1500 of my buddy's new Necrons. And I thought the option of having (and I was actually using) a 2+ rerollable jink was mean. But compared to Necrons... 2+ rerollable jink is laughable.
This game was one of the few cases where I legitimately questioned why I play 40k over other games like Warmachine. I mean losing is one thing. I've lost before (I actually lose a lot. Still fairly new after all and I face Tau often). But this was INSANE. This wasn't a game. This was a one sided slaughter! I mean my buddy didn't even use the Decurion Detachment. But with formations and what not he was getting 4+ invulns and 4+ resurrection (or whatever it's called) and I just couldn't kill a damn thing.
Enough of my complaining, though. I don't want to go "Welp, with Necrons around, I'm never going to play." and I don't want to refuse to battle my buddy. I mean he bought the models after all! I want to face them and have a decent match. Win or lose, I really don't mind. As long as it isn't a one sided slaughter. So what tips would one offer to someone when up against necrons? Or even better; what tips would one offer to someone who plays Dark Angels and Harlequins when up against necrons?
Welcome to Necrons.
There have been many suggestions in this thread, many of them correct, the problem being that pulling them off in practice and/or generating the sheer volume of fire (e.g. heavy bolters and such) needed to do the job often is simply not practicable. I haven't personally seen Necrons lose a game with the current book to anyone but Eldar, Admech, FMC spam tyranids, and the new SM codex yet, and the book's been out for IIRC 8 months now.
Most people's first response to Necrons are like this. You'll soon realize that they are not the worst part in 40k, either. Eldar, Admech, and Skyhammer/Gladius marines all make you question your choice in gaming. That being said, Necrons lack mobility, and a lot of their units are vulnerable to CC (if you get luck and kill any). So, play to objectives, tarpit things to reduce their shooting, heck, use Terminators or anything with a 2+ save. Necrons lack AP2 en masse as well.
1. Necrons lacking mobility is a myth. I don't know WHY people keep saying this and repeating it as if it were true. They're one of the most mobile armies, if anything.
2. Tarpitting only works if you reach there to tarpit them, and once again saying that Necrons lack mobility is a myth.
3. Terminators are bad. The 2+ is overrated when you have weight of firepower. Hell, Destroyers in the Cult will consistently kill one Terminator per round of shooting whereas Terminators will kill less than half a Destroyer in shooting. Plus JSJ. Nobody is scared of the 2+. That's how bad the power creep is.
Necrons have mobility, yes, if you build your list to do it. My generic Decurions have Tomb Blades and maybe a Night Scythe or two occasionally, and that's it
That's plenty enough to push a flank or center, particularly if coupled with Wraiths, and even non-fast Ghost Arks can get Warriors to the opponent's table edge by turn 2 (12" deployment zone, 12" move, 6" flat out, 6" move turn 2, 6" disembark, and up to a 6" run or potential 2d6" assault if needed), and of course the Reclamation Legion bonuses giving Relentless and Move Through Cover doesn't hurt either
This message was edited 1 time. Last update was at 2015/08/15 02:08:21
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights! The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.
2015/08/15 05:24:38
Subject: Finally Played Against Necrons... Why? Just why?
I would strongly suggest dropping the plasma pistols from your list. They aren't worth it. You may get 1, possibly 2 on a good day, shots the entire game with it.
The other problem with your list against crons is that you seem to be going for some moderate armor spam. There are 2 problems with this;
1) Necrons are excellent against tanks. Possibly the best in the game, though most likely 2nd after Eldar
2) Marines have bad tanks.
Take more bikers. I would strongly advise for as many plasma weapons/grav weapons as you can take.
What flavor of necron list do you face? Is it the same one every time? Necrons can be a varied force and still compete well, unlike other factions such as marines or nids.
2015/08/17 08:48:51
Subject: Finally Played Against Necrons... Why? Just why?
Necron are good, yes.
I like the current version, it reminds me of how they started in 2nd edition, but yes, they are even better now.
In my experience the short/medium range of weapons are their downside and that is when and how you can make them lose. Furthermore: play on objectives.
But the Dark Angel army is see here is just not that strong.
And it never was IMO. This could only have worked well in 1st edition and in 2nd if not facing Blood Angels.
With current codex, edition and meta: no use of formations, dreadnought are just bad now, a predator alone is not worth it.
If you add a few infantry models, you can build a demi-company and get overwatch on full BS.
If you add a landraider you can take the formation where you can add the predator to the landraider as a unit and the techmarine can protect your predator.
And in general, with any army: TAC usually only works well if you have at least 2 of each type of unit. This list has 1 of each unit, which makes it easy for an opponent to take away the tactical option that theatens him most.
My 1850 DA force is 2 x demi company (free transports, in my case drop pods) plus the rest of points spent on bikes.
I can land anywhere and, with bikes, move to anywhere i want.
2015/08/17 09:28:00
Subject: Re:Finally Played Against Necrons... Why? Just why?
Quanar wrote: Really, that list looks reasonably solid, though I'm sure people will be able to chime in. Here's my 2c (I apologies for altering your formatting):
Again, predictable because of the ease of getting the DV models, and whilst the Black Knights should really have your plasma needs covered, flamers and grav aren't much of a draw against 'Crons. Melta would be a possibility (helps against Quantum Shielding), but then I'd be putting them in pods rather than rhinos/razors and you'd run the risk of splitting your forces. Presuming the plasma cannon gets combat-squadded to hold backfield?
Again, a very solid unit, but I'm not sure about the number of grenade launchers - I generally only have one per unit, but hopefully some other people will chime in as I've not had many games with mine.
Reasonable choice. Again, not much to say. Has a chance of damaging vehicles but not terribly mobile.
- Indeed, you should never take multiple grenade launchers on your bikes, one on each unit is enough.
- Get rid of all plasma pistols you have. They're on the list of "guns you never take if you have the option"-list.
- The plasma cannon on the Tac squad is a weird choice. I get that because of DV, you have one lying around but that doesn't make it a good pick. Every time the rhino moves, the cannon can't shoot.
- I don't like tac squads altogether, so I'd keep them small.
Can't really give much other advice because I don't know what the Necron army looked like.
2015/08/17 13:19:12
Subject: Finally Played Against Necrons... Why? Just why?
Thanks for the advice guys. I messaged my friend so hopefully I'll that list of his later today. Sounds like it's pretty essential to present in order to get more advice.
Do what you love and love what you do. Like sell firewood.
2015/08/17 19:02:31
Subject: Re:Finally Played Against Necrons... Why? Just why?
There are ways to beat the Decurion, and it can be done without a steamrolling tournament list also.
The Decurion has no objective secured units whatsoever, use this to your advantage. As a Dark Angels player, you have access to some really mobile and hard to take down units.
Melee is a weakness for Necrons, and one of the fastest ways of destroying them by the droves is to beat them in combat, and sweeping advance them.
Third, you are probably dealing with Wraiths. Tarpit them with a durable unit ( Biker Command Squad with a character in it for example ) or simply ignore them completely.
Always play the mission against Necrons. Never go for tabling unless you play something ridiculous like War Convocation with Flesh Tearers Strike Force.
First part yes Second part not as much. unless you are talioring REALLY hard with nothing but power mauls or sending something super expensive against them, Even warriors will last quite a bit and LD10 will make it super hard to fail and run away.
This isnt to say you cant use terror or whatever interomancy DA has to lower there LD but it quite a crap shoot and requires a lot of dedication. as previously mentioned.
3rd tar pit is a good idea. better with something that can tank with invul saves to mitigate those rends. but ignoreing em is going to be hard with that 12" move. however to bring up that point. they wont be having RP if they are some distance away from the spider so you can force them to make choices that way.
This message was edited 1 time. Last update was at 2015/08/17 19:51:45