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Due to fact they have incredibly overpowered Gauss weaponry and devastating spaceships , self repair nano bots, imagine millions of necrons , they are nearly unstoppable?

Necrold overlord leading, is there anything more deadly than Necrod full strength raid?
   
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In the fluff? Probably.

On the table, not so much. They are tough as hell, but hardly known for their impressive firepower/ridiculous deathstar/psychic shenanigans. They have reasonable internal balance, but few outstanding units and a distincty "beige" weapon selection.
   
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Torquar wrote:
In the fluff? Probably.

On the table, not so much. They are tough as hell, but hardly known for their impressive firepower/ridiculous deathstar/psychic shenanigans. They have reasonable internal balance, but few outstanding units and a distincty "beige" weapon selection.


Ask my friends after they play against my Judicator Cult list, or my Orikanstar that has yet to be wiped out.

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 krodarklorr wrote:


Ask my friends after they play against my Judicator Cult list, or my Orikanstar that has yet to be wiped out.


So, tough as hell then .
   
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Cryptek with VoD + 10 Man Squad of Triarch Praetorians is quite nasty as they can Deep Strike in together, then if they are in an undesirable combat (E.G a walker) they can just deep strike somewhere else and Zap your dudes (plus cryptek gives them +1 to Reanimation)
   
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Torquar wrote:
In the fluff? Probably.

On the table, not so much. They are tough as hell, but hardly known for their impressive firepower/ridiculous deathstar/psychic shenanigans. They have reasonable internal balance, but few outstanding units and a distincty "beige" weapon selection.
Wraiths may not be the killiest things in the universe (though they certainly aren't slouches), but they match speed and resiliency with the best deathstars out there, generally at a much lower price point. Resiliency counts for more than raw killing power in most cases in 40k.

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Torquar wrote:
 krodarklorr wrote:


Ask my friends after they play against my Judicator Cult list, or my Orikanstar that has yet to be wiped out.


So, tough as hell then .


Are you familiar with the Judicator Cult list? Essentially BS10 Destroyers that auto wound/glance anything, rerolling all fails in the shooting phase? On top JSJ and being tough as hell?

Necrons aren't slouches when it comes to firepower.

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Even basic Gauss is basically a Bolter than can wound/glance anything. Not much more expensive points-wise, either, if at all, for a Warrior.

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When it comes to both shooting and combat while necrons excell at shooting (not so much combat) they are by no means the best, they kinda sit at high toughness and high ballistic power but lack in melee and have some chinks in their armour, so to say.
   
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 krodarklorr wrote:
Torquar wrote:
 krodarklorr wrote:


Ask my friends after they play against my Judicator Cult list, or my Orikanstar that has yet to be wiped out.


So, tough as hell then .


Are you familiar with the Judicator Cult list? Essentially BS10 Destroyers that auto wound/glance anything, rerolling all fails in the shooting phase? On top JSJ and being tough as hell?

Necrons aren't slouches when it comes to firepower.


I agree that necrons have substantial firepower, but they are far from the most shooty codex out there. The Judicator Cult is great, but I don't know where you got that destroyers autowound or glance (they reroll failed to wound and armor penetration rolls). And while yes, the destroyers are both mobile and tough, the stalker that makes the whole thing work is not. However. the biggest weakness of the judicator cult is its short range (unless you go all out and get heavy destroyers and tl hgcs on your stalkers). This is really the weakness of necron firepower in general. Within 12" of the enemy, they are very formidable. But outside of 24, most armies will do virtually no damage. Fun fact: the necron codex has 5 weapons and abilities with a range of more than 24". Illuminor Szeras' staff, the heavy gauss cannon, Imotekh's lord of the storm ability, coalescent C'tan powers, and the doomsday cannon. Two of those come on fairly underwhelming special characters, one comes on a LoW and is totally random, so its very possible you won't get what you want. The doomsday cannon only fires at more than 24 if you stand still, and its fragile platform and the plethora of better options in the codex make it a rare sight on the battlefield. So there is only one competitively viable weapon that has a range of over 24" in the necron codex.

Also, on a side note, I think Torquar's assessment of the Orikanstar was quite accurate. Yes it's super durable. Its even super killy if you can get it into combat with the right opponent. But its also slow as feth. The only way to speed it up is to get it a veil of darkness or night scythe. While these both work, since you can't charge that turn enemies can tarpit you or simply run away. It's a decent deathstar, but not really suited to competitive play imho. (Unless you use wraiths, which you didn't specify)

As to the original post: yes I think necrons are just about the scariest army in the fluff. Look at the Orphean war, where one dynasty conquered half a sector in 100 days. That's a great crusade level offensive, and the necrons aren't even united or fully awake yet. But on the table top, nothing can compare to eldar. While necrons, space marines, and tau are all super strong, eldar were cranked up to 11. They aren't invincible, of course, but Necrons lack gargantuan creatures (and a reliable, non specialized way to deal with them), strength d, and high volume of firepower. These are all the things eldar get in abundance. And lets not forget mobility, where eldar reign supreme (though necrons got very mobile in this edition). I'd say, though we have no right to complain about our situation, necrons are not the most powerful army in the game right now.
   
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Reavas wrote:
When it comes to both shooting and combat while necrons excell at shooting (not so much combat) they are by no means the best, they kinda sit at high toughness and high ballistic power but lack in melee and have some chinks in their armour, so to say.


Another myth, which I would like to clear up.

Necrons are not bad in CC. In fact, they're better than quite a few armies out there. Relentless on troops, Open topped transports, extreme durability, as well as Flayed Ones, Lychguard, Praetorians, and Wraiths. Trust me, Necrons can do melee. In fact, my Warriors have swept units of Nobz, Boyz, withstood charges from buffed Bloodcrushers, Vanguard Vets with a Captain, ext. My basic Warriors have done that.


Automatically Appended Next Post:
Anrakyr-the-Traveller wrote:
 krodarklorr wrote:
Torquar wrote:
 krodarklorr wrote:


Ask my friends after they play against my Judicator Cult list, or my Orikanstar that has yet to be wiped out.


So, tough as hell then .


Are you familiar with the Judicator Cult list? Essentially BS10 Destroyers that auto wound/glance anything, rerolling all fails in the shooting phase? On top JSJ and being tough as hell?

Necrons aren't slouches when it comes to firepower.


I agree that necrons have substantial firepower, but they are far from the most shooty codex out there. The Judicator Cult is great, but I don't know where you got that destroyers autowound or glance (they reroll failed to wound and armor penetration rolls). .


They're Gauss, meaning they auto wound/glance on a 6, with rerolls. I've taken down Wraithknights and the like.

This message was edited 1 time. Last update was at 2016/03/21 16:09:34


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 krodarklorr wrote:
Reavas wrote:
When it comes to both shooting and combat while necrons excell at shooting (not so much combat) they are by no means the best, they kinda sit at high toughness and high ballistic power but lack in melee and have some chinks in their armour, so to say.


Another myth, which I would like to clear up.

Necrons are not bad in CC. In fact, they're better than quite a few armies out there. Relentless on troops, Open topped transports, extreme durability, as well as Flayed Ones, Lychguard, Praetorians, and Wraiths. Trust me, Necrons can do melee. In fact, my Warriors have swept units of Nobz, Boyz, withstood charges from buffed Bloodcrushers, Vanguard Vets with a Captain, ext. My basic Warriors have done that.

I fully agree with you on this point. Necron cc is often underestimated, especially flayed ones and basic troops like warriors who win through sheer number of attacks and resiliency, respectively.

Automatically Appended Next Post:
Anrakyr-the-Traveller wrote:
 krodarklorr wrote:
Torquar wrote:
 krodarklorr wrote:


Ask my friends after they play against my Judicator Cult list, or my Orikanstar that has yet to be wiped out.


So, tough as hell then .


Are you familiar with the Judicator Cult list? Essentially BS10 Destroyers that auto wound/glance anything, rerolling all fails in the shooting phase? On top JSJ and being tough as hell?

Necrons aren't slouches when it comes to firepower.


I agree that necrons have substantial firepower, but they are far from the most shooty codex out there. The Judicator Cult is great, but I don't know where you got that destroyers autowound or glance (they reroll failed to wound and armor penetration rolls). .


They're Gauss, meaning they auto wound/glance on a 6, with rerolls. I've taken down Wraithknights and the like.


I see what you mean, I'm aware that gauss weapons can wound anything in the game, but you should clarify that they auto wound on sixes, which is different than auto wounding in general since they don't bypass the to wound rolls like the nightbringer's gaze of death ability.
   
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Anrakyr-the-Traveller wrote:
 krodarklorr wrote:
Reavas wrote:
When it comes to both shooting and combat while necrons excell at shooting (not so much combat) they are by no means the best, they kinda sit at high toughness and high ballistic power but lack in melee and have some chinks in their armour, so to say.


Another myth, which I would like to clear up.

Necrons are not bad in CC. In fact, they're better than quite a few armies out there. Relentless on troops, Open topped transports, extreme durability, as well as Flayed Ones, Lychguard, Praetorians, and Wraiths. Trust me, Necrons can do melee. In fact, my Warriors have swept units of Nobz, Boyz, withstood charges from buffed Bloodcrushers, Vanguard Vets with a Captain, ext. My basic Warriors have done that.

I fully agree with you on this point. Necron cc is often underestimated, especially flayed ones and basic troops like warriors who win through sheer number of attacks and resiliency, respectively.

Automatically Appended Next Post:
Anrakyr-the-Traveller wrote:
 krodarklorr wrote:
Torquar wrote:
 krodarklorr wrote:


Ask my friends after they play against my Judicator Cult list, or my Orikanstar that has yet to be wiped out.


So, tough as hell then .


Are you familiar with the Judicator Cult list? Essentially BS10 Destroyers that auto wound/glance anything, rerolling all fails in the shooting phase? On top JSJ and being tough as hell?

Necrons aren't slouches when it comes to firepower.


I agree that necrons have substantial firepower, but they are far from the most shooty codex out there. The Judicator Cult is great, but I don't know where you got that destroyers autowound or glance (they reroll failed to wound and armor penetration rolls). .


They're Gauss, meaning they auto wound/glance on a 6, with rerolls. I've taken down Wraithknights and the like.


I see what you mean, I'm aware that gauss weapons can wound anything in the game, but you should clarify that they auto wound on sixes, which is different than auto wounding in general since they don't bypass the to wound rolls like the nightbringer's gaze of death ability.


Necrons lack a key component in melee and thats their abyssmal initiative and speed, they are possibly some of the slowest armies in game and its quite possibly the biggest problem that keeps them from taking top spot as the deadliest army, tau battlesuits, eldar and daemons will run circles around them
   
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Again, there's nothing wrong with Necron mobility. Open topped skimmer transports, Relentless/MoveThroughCover infantry, Jetbikes, Canoptek units that move 12" a turn and ignore anything that slows them down, and probably the best flyer transports in the game.

Necrons are not in any way, shape, or form a slow army unless the player makes them one. Every game I've had against Necrons in recent months has had most of their army in, or damn near in, my deployment zone by the end of turn 2.

As for melee, they have some great melee units, Init 2 doesn't matter so much when the enemy can't hurt you enough to matter, and have some tricks to ameliorate even that (like whips on Wraiths).

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Reavas wrote:
Anrakyr-the-Traveller wrote:
 krodarklorr wrote:
Reavas wrote:
When it comes to both shooting and combat while necrons excell at shooting (not so much combat) they are by no means the best, they kinda sit at high toughness and high ballistic power but lack in melee and have some chinks in their armour, so to say.


Another myth, which I would like to clear up.

Necrons are not bad in CC. In fact, they're better than quite a few armies out there. Relentless on troops, Open topped transports, extreme durability, as well as Flayed Ones, Lychguard, Praetorians, and Wraiths. Trust me, Necrons can do melee. In fact, my Warriors have swept units of Nobz, Boyz, withstood charges from buffed Bloodcrushers, Vanguard Vets with a Captain, ext. My basic Warriors have done that.

I fully agree with you on this point. Necron cc is often underestimated, especially flayed ones and basic troops like warriors who win through sheer number of attacks and resiliency, respectively.

Automatically Appended Next Post:
Anrakyr-the-Traveller wrote:
 krodarklorr wrote:
Torquar wrote:
 krodarklorr wrote:


Ask my friends after they play against my Judicator Cult list, or my Orikanstar that has yet to be wiped out.


So, tough as hell then .


Are you familiar with the Judicator Cult list? Essentially BS10 Destroyers that auto wound/glance anything, rerolling all fails in the shooting phase? On top JSJ and being tough as hell?

Necrons aren't slouches when it comes to firepower.


I agree that necrons have substantial firepower, but they are far from the most shooty codex out there. The Judicator Cult is great, but I don't know where you got that destroyers autowound or glance (they reroll failed to wound and armor penetration rolls). .


They're Gauss, meaning they auto wound/glance on a 6, with rerolls. I've taken down Wraithknights and the like.


I see what you mean, I'm aware that gauss weapons can wound anything in the game, but you should clarify that they auto wound on sixes, which is different than auto wounding in general since they don't bypass the to wound rolls like the nightbringer's gaze of death ability.


Necrons lack a key component in melee and thats their abyssmal initiative and speed, they are possibly some of the slowest armies in game and its quite possibly the biggest problem that keeps them from taking top spot as the deadliest army, tau battlesuits, eldar and daemons will run circles around them


I've had a ten man assault squad get beaten by a ten man squad of warriors simply because I couldn't put any wounds on them.

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So, what is their weakness ?

   
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 godardc wrote:
So, what is their weakness ?


Outrange them, focus down entire squads at a turn to stop the RP, sweep.

Their guns are still short-medium range, and tend to lack penetration. Most of their AP comes from melee, so keep armored units away from those and let light infantry tie them up.

Historically they have problems against MCs as well.

Theoretically, anyway.


Automatically Appended Next Post:
 Tactical_Spam wrote:
Reavas wrote:
Anrakyr-the-Traveller wrote:
 krodarklorr wrote:
Reavas wrote:
When it comes to both shooting and combat while necrons excell at shooting (not so much combat) they are by no means the best, they kinda sit at high toughness and high ballistic power but lack in melee and have some chinks in their armour, so to say.


Another myth, which I would like to clear up.

Necrons are not bad in CC. In fact, they're better than quite a few armies out there. Relentless on troops, Open topped transports, extreme durability, as well as Flayed Ones, Lychguard, Praetorians, and Wraiths. Trust me, Necrons can do melee. In fact, my Warriors have swept units of Nobz, Boyz, withstood charges from buffed Bloodcrushers, Vanguard Vets with a Captain, ext. My basic Warriors have done that.

I fully agree with you on this point. Necron cc is often underestimated, especially flayed ones and basic troops like warriors who win through sheer number of attacks and resiliency, respectively.

Automatically Appended Next Post:
Anrakyr-the-Traveller wrote:
 krodarklorr wrote:
Torquar wrote:
 krodarklorr wrote:


Ask my friends after they play against my Judicator Cult list, or my Orikanstar that has yet to be wiped out.


So, tough as hell then .


Are you familiar with the Judicator Cult list? Essentially BS10 Destroyers that auto wound/glance anything, rerolling all fails in the shooting phase? On top JSJ and being tough as hell?

Necrons aren't slouches when it comes to firepower.


I agree that necrons have substantial firepower, but they are far from the most shooty codex out there. The Judicator Cult is great, but I don't know where you got that destroyers autowound or glance (they reroll failed to wound and armor penetration rolls). .


They're Gauss, meaning they auto wound/glance on a 6, with rerolls. I've taken down Wraithknights and the like.


I see what you mean, I'm aware that gauss weapons can wound anything in the game, but you should clarify that they auto wound on sixes, which is different than auto wounding in general since they don't bypass the to wound rolls like the nightbringer's gaze of death ability.


Necrons lack a key component in melee and thats their abyssmal initiative and speed, they are possibly some of the slowest armies in game and its quite possibly the biggest problem that keeps them from taking top spot as the deadliest army, tau battlesuits, eldar and daemons will run circles around them


I've had a ten man assault squad get beaten by a ten man squad of warriors simply because I couldn't put any wounds on them.


And I once failed all to hit rolls with my Necron lord 2 combat rounds in a row.
Silly dice are silly.

This message was edited 2 times. Last update was at 2016/03/22 00:52:55


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Necrons do not lack in mobility. This is perhaps the worst claim I have ever heard in regards to them.

Night Scythe, Barges, Jetbikes, Deepstrike, and beast-type movement give them more mobility then other armies such as Orks, Tyranids, Tau, etc.

The only people who have them beat are Eldar and their subtype Dark Eldar. Space Marines tie in mobility aspect.

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 godardc wrote:
So, what is their weakness ?


Nothing, and there in lies the problem with 40ks current balance right now.

Necrons (and other armies) have no weakness at all. Sure they're not the most choppy bastards out there nor are they the absolute shootiest book, but they're damn good at both if you build a list for it. They're also very fast;; again not the absolute fastest but they leave a fair number of armies in the dust.. And then they're literally unkillable.

This is the running theme with a few specific armies. Really good at everything and then godly at something. Whilst you have specific cases like Orks and IG who are bad at a few things, mediocre at a couple of others, and kind-of-alright to good at one. Or CSM, who are just bad at everything other than hell turkey spam.

   
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In CC due to necrons lacking in the WS and Str department compared to other units they rely on their toughness to win combat, which is by no means weak although if you lose the combat as necrons and fail the leadership test you will lose your whole unit due to initiative.
   
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Reavas wrote:
In CC due to necrons lacking in the WS and Str department compared to other units they rely on their toughness to win combat, which is by no means weak although if you lose the combat as necrons and fail the leadership test you will lose your whole unit due to initiative.


WS and S4 is a really good in CC for your average, unkillable Necron.

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 godardc wrote:
So, what is their weakness ?


Strength D spam via Eldar. Tau ignore a lot of their survivability using markerlights to get rid of cover and having either sheer amount of shots ignoring armour to overwhelm RP or nova charged S8 AP2 blasts to double them out and add a -1 RP modifier. Psychic powers are also one of their Achilles heel since people rarely if ever run canoptek spyders with the gloom prism and therefore can be psychic'ed out by some armies built towards that end.
   
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 Tactical_Spam wrote:
Reavas wrote:
In CC due to necrons lacking in the WS and Str department compared to other units they rely on their toughness to win combat, which is by no means weak although if you lose the combat as necrons and fail the leadership test you will lose your whole unit due to initiative.


WS and S4 is a really good in CC for your average, unkillable Necron.


This is laughable against any combat focused army like daemons or space wolves, thats why they arent unkillable just average at CC, making CC their biggest weakness because you sure as hell arent going to outgun those unkillable bastards. Unless your Tau

This message was edited 1 time. Last update was at 2016/03/22 01:06:01


 
   
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Reavas wrote:
 Tactical_Spam wrote:
Reavas wrote:
In CC due to necrons lacking in the WS and Str department compared to other units they rely on their toughness to win combat, which is by no means weak although if you lose the combat as necrons and fail the leadership test you will lose your whole unit due to initiative.


WS and S4 is a really good in CC for your average, unkillable Necron.


This is laughable against any combat focused army like daemons or space wolves, thats why they arent unkillable just avrage at CC making CC their biggest weakness because you sure as hell arent going to outgun those unkillable bastards


Hahahahahahahahahaha

Daemons? Daemons will likely get shredded before they reach combat unless they are gimmicky. Space Wolves... Space Wolves... Outside of TWC and Wulfen, there isn't a lot that can threaten Necron Warriors in CC. Triarch Praetorians and Wraiths can still go toe to toe with both TWC and Wulfen.

H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
War Kitten- Vanden, you just taunted the Dank Lord Ezra. Prepare for seven years of fighting reality...
koooaei- Emperor: I envy your nipplehorns. <Magnus goes red. Permanently>
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Deepstrike and invis are pretty easy ways of getting into combat, daemons are also cheaper and more plentiful making their numbers their strength, if 10 daemonettes come in on the charge your facing 30 hits with WS5 and rending which Im pretty sure is packs a punch, bloodletters too completely ignore their armour save. This isnt including psychic powers which if used correctly can stop your units from both overwatching or shooting, or even give units shrouded or invis.

Daemons definatly pose a threat to necrons if not treated with caution
   
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Reavas wrote:
Deepstrike

Which is completely unreliable.
and invis are pretty easy ways of getting into combat

A power I have to roll for which might go off and which I mit peril on which might kill me instantly
daemons are also cheaper and more plentiful making their numbers their strength,

Considering your sloggers are T3 and only have a 5++, numbers will still fail you.
if 10 daemonettes come in on the charge your facing 30 hits with WS5 and rending which Im pretty sure is packs a punch,

If someone runs 10 daemonettes at me, I will walk into rapid fire range, gun them down then charge the petty remains of their squad because I have Relentless as a Necron and because I want to deny your your strength.
bloodletters too completely ignore their armour save.

Oh boy, I still have another 4+ "FnP" to get through!
This isnt including psychic powers which if used correctly can stop your units from both overwatching or shooting, or even give units shrouded or invis.

Psychic powers besides Invisibility are bad and you should feel bad for relying on them.
Daemons definatly pose a threat to necrons if not treated with caution

Wow, its almost like you made a blanket statement about every army.

H.B.M.C.- The end hath come! From now on armies will only consist of Astorath, Land Speeder Storms and Soul Grinders!
War Kitten- Vanden, you just taunted the Dank Lord Ezra. Prepare for seven years of fighting reality...
koooaei- Emperor: I envy your nipplehorns. <Magnus goes red. Permanently>
Neronoxx- If our Dreadnought doesn't have sick scuplted abs, we riot.
Frazzled- I don't generally call anyone by a term other than "sir" "maam" "youn g lady" "young man" or " HEY bag!"
Ruin- It's official, we've ran out of things to talk about on Dakka. Close the site. We're done.
mrhappyface- "They're more what you'd call guidlines than actual rules" - Captain Roboute Barbosa
Steve steveson- To be clear, I'd sell you all out for a bottle of scotch and a mid priced hooker.
 
   
Made in hk
Steadfast Ultramarine Sergeant




 morganfreeman wrote:
 godardc wrote:
So, what is their weakness ?


Nothing, and there in lies the problem with 40ks current balance right now.

Necrons (and other armies) have no weakness at all. Sure they're not the most choppy bastards out there nor are they the absolute shootiest book, but they're damn good at both if you build a list for it. They're also very fast;; again not the absolute fastest but they leave a fair number of armies in the dust.. And then they're literally unkillable.

This is the running theme with a few specific armies. Really good at everything and then godly at something. Whilst you have specific cases like Orks and IG who are bad at a few things, mediocre at a couple of others, and kind-of-alright to good at one. Or CSM, who are just bad at everything other than hell turkey spam.


I had a game two weeks ago against a friend who uses Tyranids, having a CAD (because I want to take the Stalker) plus Destroyer Cult and Canopetk Harvest. Guess what, I lost by roughly 4:13 by the end of T5, had the game continued to T6, I will have been tabled. This is even the Nids player's first encounter against Necrons.
The Nids player's list composed a Broodlord hunting pack, lictor forest brood, and a CAD with lead by Swarmlord and his bodyguards, and one Dimarcheon (that forge world MC who always inflict ID on 4+ to wound) and three Nids' droppod for those big guys, the list somehow accidentally hit the major weak spot of Necrons, i.e. 1) the only source of ignore cover is the Tomb blade, 2) nothing with inititive higher than 6, 3) massed AP2 close combat weapons that inflict ID, 4) Psychic attacks. It should be noted that the Swarmlord soloed a whole squad of Wraiths in one round of combat, and despite being universally LD10, a destroyer squad as well a warrior squad got pinned at critical moment by "tha horror" casted by broodlord and Swarmlord. So they dealt an epic defeat to the Necrons, the cost is only the broodlord, 2 of the 5 lictors, and 25 genestealers, which are killed by the tomb blades' particle beamer.
   
Made in au
Dakka Veteran





 Tactical_Spam wrote:
Reavas wrote:
Deepstrike

Which is completely unreliable.
and invis are pretty easy ways of getting into combat

A power I have to roll for which might go off and which I mit peril on which might kill me instantly
daemons are also cheaper and more plentiful making their numbers their strength,

Considering your sloggers are T3 and only have a 5++, numbers will still fail you.
if 10 daemonettes come in on the charge your facing 30 hits with WS5 and rending which Im pretty sure is packs a punch,

If someone runs 10 daemonettes at me, I will walk into rapid fire range, gun them down then charge the petty remains of their squad because I have Relentless as a Necron and because I want to deny your your strength.
bloodletters too completely ignore their armour save.

Oh boy, I still have another 4+ "FnP" to get through!
This isnt including psychic powers which if used correctly can stop your units from both overwatching or shooting, or even give units shrouded or invis.

Psychic powers besides Invisibility are bad and you should feel bad for relying on them.
Daemons definatly pose a threat to necrons if not treated with caution

Wow, its almost like you made a blanket statement about every army.


Your tooooootally right in every way, darn, if only I factored in that I could roll 1's for literally every roll. And its a shame that all psychic powers are all rubbish, I guess we should all throw out our psycher units then. (Speaking of blanket statements...)

If only I had evidence that daemons are an incredibly competative army, besides you know... the various recent tournament results ranking daemons as highly competative.

Necrons are strong, but still come 2nd to both Tau and Eldar. Daemons are reasonably balanced with several competative lists but not on the aame tier as the top 3. That being said a good general can take out necrons with daemons, they arent invulnerable
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 Tactical_Spam wrote:

Oh boy, I still have another 4+ "FnP" to get through!


Still only 50%. Just drown them in attacks.

This message was edited 2 times. Last update was at 2016/03/22 09:34:23


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