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Made in us
Longtime Dakkanaut





Can anyone point me at a good assessment of the Necron fleet in BFG overall? I can't seem to find any, and with only 5 ships it seems like someone would have done one at some point.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
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Incorporating Wet-Blending






Glendale, AZ

http://portmaw.com/e107_plugins/forum/forum_viewtopic.php?1139.post

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Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

basdically good but:

Nercrons play the psychological game.

A good opponent will try ansd coerce the Necrons into bracing and will do this by pointing nova cannon or lances at you and inviting you to brace befroe the salvo, if you do then the next batch of lances is fired elsewhere, also yiou become a weapons battery magnet.
If you dont then you rick having to suck up a who lot of hits.

Sooner or later as your ship approaches 50% damage you will yield and start bracing. The question then is whether it is worthwhile for an opponent to continue shooting you anyway.

Necrons are all about attrition.

You can generally stay above the attrition corve of your oponent, but one bad round can turn it all around due to the value of salvaged Necron tech. You will need to lear how to get the most out of your vessels before you pay a price for your initial successes, manoeuver it key here.


How to manoeuver Necrons.

If you want to use AAF then you will need to squadron your vessels, or they will end up all over the place, frankly this causes far more problems than its worth, especially when it comes to bracing time. Hence I never recommend AAf as an attack amnoeuver.
Really the manoeuver should be seen as an Evasive action manoeuver. Necrons big problems are that they give awaty victory points of they are harmed, and they give away victory points iof they flee, AAF allows you to get a crippled or about to be crippled ship out of the fighrt without having to remove it from play.

A little note on Shrouds.

Not think about charging Shrouds in alone, yes the speed is very impressive, so are the explosions from your ganked ships. Shrouds are prefect targets because they have thin hulls and can reach a magic crippled or wrecked prize relatively easily. The example given of curving long attack runs or shorter attack runs looks good, but weither way you are running ahead of the fleet, or lagging behind and using them anoeuver as a gimic, neither make any sense. Shrouds are for the Ew abilities, not their speed.

How to use Necron escorts.

Do not throw your escorts into battle and hope, this is one point at which the tactica is wrong. Your escorts are usually the only fragile part of your fleet, they die relatively easily and while the appear cheap they are more expensive that Imperial or Chaos escorts who have similar firepower and shields. Also large massed batteries are nortoruiously unreliable, the number of dice yielded does not result in criplpled warships, sometimes your suicide run might do little more than down shields and scratch paintwork.
To make the most of the escorts they need to support the capital ships. Yes throw them in at the right moment and try to take out a critical target, in this the tactica is correct, but do not assume they are to be thrown in as an early shock wave. no, keep them behind the capitalaships and then leapfrog into the attack after the battle is joined, exploit the damage your Scythes do and take out either targets of opportunity or the crfitical target that needs killing. With scythes in close the opponent often has no choice but to ignore the escorts, this is good as they offer a good return of price vs firepower.
Send in the escorts as a reserve and they survicve, to continue to attack turn after turn, beware of idle braodside weaponry though, dont get other side of a cruiser with nothing else to shoot at, or you will regret it swiftly.
You also need to be mindful of bunching, once enemy cruisers blow they can take out your escorrts, particularly if you are thinking about the above advice too much and jamming them all in on one broadside. Necron escorts have a bit of range to them and you should resist the idea thart you have to get right up to the enemy as a piranha swarm, appealing though the concept sounds.

Final Notes.

Do not give the oppnent opportunities, your Necron vesels are pretty much the same, Tombship excepting so they are all more or less the same level priority target. Remember the lesser races are looking for token victories, losing a ship (or maybe two) to take out one of yours is a good trade to anyone else, and their numbers can eventually recover in the long term (outside of the game). So be mindful that the opponent will attack by opportunity rather than try and target key ships, with exception going to nova cannon and also to Tombships, and especially if bother are fielded together.
So dont give the enemty atempting target and rotate damaged ships to the rear, amke ther opponent suffer a range penalty to continue to shoot the logical target. You suffer no vP loss for having a full flet of marginally damaged capital ships.

Whats this about nova cannon and Tombships?

At the beginning of each turn the Imperial player targets a tombship with a nova cannon and before rolling the dice asks if you want to brace. Its damned if you do, damned if you dont. This gets nasty with Imperial fleets with two or more nova cannon.

This message was edited 1 time. Last update was at 2009/06/18 10:47:34


n'oublie jamais - It appears I now have to highlight this again.

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