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Made in ca
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Prince George BC Canada

I was thinking I could keep a Monolith near my warriors so I could template them or teleport away, but without doing so I only have rapid fire guass, which just isn't enough.

Anyone have any tactics or advice for facing Terminators as Necrons?


Nurgleboy77 wrote "Callum officially WINS!" 
   
Made in ca
Fresh-Faced New User



Thompson MB

Mass fire, as undesirable as it is "will" work eventually, and honestly against termies you aren't going to want them close so its going to have to do in a pinch

Heavy destroyers can level some nice firepower on them to pop them earlier but again you might still want to mass fire on them as well.

As I don't play necron I can't give any better advice than that but those are the tactics that have killed my termies when I was stomping my way through necron armies

in all fairness I've only got one friend who plays necron though
   
Made in ca
Aspirant Tech-Adept





Ravenica wrote:Mass fire, as undesirable as it is "will" work eventually, and honestly against termies you aren't going to want them close so its going to have to do in a pinch

Heavy destroyers can level some nice firepower on them to pop them earlier but again you might still want to mass fire on them as well.

As I don't play necron I can't give any better advice than that but those are the tactics that have killed my termies when I was stomping my way through necron armies

in all fairness I've only got one friend who plays necron though


thats right, mass fire, make the opponet role so many saves his fingers fall off.

Necrons? if you manage to down the whole sQuad do they come back?

This message was edited 1 time. Last update was at 2009/12/08 01:07:16


 
   
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Prince George BC Canada

I've tried that tactic and it rarely works. Just because I have like 50 necron warriors, doesn't mean rapid fire will kill. 3+ to hit, 4+ to wound. 2+ to save, unless he fails at rolling I probably won't acomplish much.

Nurgleboy77 wrote "Callum officially WINS!" 
   
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Sneaky Sniper Drone





shoreline WA

Here's what i found works that kills my termies, 1. shooting works but only at range wot woks best is using units to cover your side and hoping that your opponent mishaps onto your units or 2. using as many template weapons as possible. overall I think sacrificing a ctan to kill them will work.

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Decrepit Dakkanaut






Burtucky, Michigan

A Lord with detroyer body/warscythe and a scarab squad as big as you can muster. The scarabs will soak up the wounds, while the lord auto kills anything you wound.
Or if your feeling ballsy, Pariahs. But Ive read through alot of Necron tactics threads, and people seem to frown on Pariahs *shrugs* Dunno because I dont use them, but all those warscythes have to be good at something. Unless its an assault terminator squad with lightning calws, then maybe the Pariahs would be a bad idea
   
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Longtime Dakkanaut




Focus destroyer fire on them, since they wound terminators on a 2+.
Which is the most you can ask for without having to totally committing a HQ to their destruction.

Don't charge with scarabs, since they are not eternal warrior and will take many fearless wounds.
   
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Prince George BC Canada

Hmm that's a good point about the warscyths. The last few I was using a staff of light (what a newb!) found out the hard way the scyth is needed. So I will use that weapon instead next time. I think that would indeed work well agaisnt terminators when they deep strike to me.

Hmm I like the idea of scarab swarms soaking wounds, but I thought characters could be targeted in close combat?

I too like Pariahs but like 38 points a model, ugh*

Thanks again for the advice.

Nurgleboy77 wrote "Callum officially WINS!" 
   
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Fenton Michigan

I truly prefer the staff of light, since its a beast ranged weapon, and the warscthe dedicates your res orb carrying lord to melee, away from the troops that need the res orb. I have found that targeting the terminators with heavy destroyers works best, once they are down the threat level drops, unless he has another CC group on the way.

And yes the scarab cloak for the lord will not work, and Pariahs are very, well gakky, they are 38 points for a slow model, that will never get its hits off on a unit, unless that unit already did not have an invuln save, and guess what, that takes away from what they were meant to do.

I recomend using scarabs to hold off the minor CC threat, while using the heavy destroyers to blow away the major CC threat.

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Prince George BC Canada

I've never used Scarab Swarms in my life. Thanks i've got a bunch of them from two necron battleforces. So I will throw in a squad. Should I put disruption fields on them? although that's more points.

Well the staff of light is only 12" which is next to useless, but the warscyth ignores all saves and 2d6 armor pen, not bad

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Lady of the Lake






Mass fire, they'll roll a fair few 2+ saves and because of the gaus weapons the occasional 6 will make them use their 5++ instead. The only problem is if they were TH/SS termies then I'd probably use the Scarabs.

   
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Irked Necron Immortal





Oh, and whoever said to use Scarbs verses termies...no offense, I've tried that many times, but it just doesn't work: A Squad of 10 Scarabs will get (if they can all get into combat) 40 attacks in total on the charge, needing a 4+ to hit, and a 5+ to wound, meaning that (on the charge mind you) you'll get approximately 6 wounds, which MAY mean one dead termie. However, when they strike back, each attack is instant death for the scarb, and they'll take No Retreat wounds, meaning that they can actually quite easily take out most or all of an entire Scarab unit in one assault phase, without even needing the charge!

But yeah, as others have said, massed fire is the best option. Heavy Destroyers work, but they usally have better targets, and pariahs are way too expensive to risk getting killed (with no WBB) by terminators...

Also:
n0t_u wrote:Mass fire, they'll roll a fair few 2+ saves and because of the gaus weapons the occasional 6 will make them use their 5++ instead
That's not right. Gauss doesn't give them rending, all it does it makes it so you can wound/glance anything on a 6, regular saves would still apply, so the termies could always take their 2+...

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Lady of the Lake






I see.. For some reason I keep thinking that it does >_>

   
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Roarin' Runtherd




melbourne

Callum wrote:unless he fails at rolling I probably won't acomplish much.


i can send you my pet superscope to roll for you?



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Ultramarine Master with Gauntlets of Macragge





Boston, MA

A destroyer lord with a warscythe works, but that's about it. I played a 2500 point game against Necrons with my Terminator-heavy Space Wolves last year (back when you could buy runic charms, which let you reroll a failed armor save once per game) and I only lost one Terminator in the entire game. Sure I lost droves of bloodclaws, but the Terminators came out relatively unscathed.

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The Hammer of Witches





A new day, a new time zone.

2+ and 3+ saves are really hard for Necrons to deal with. The only regular ap2 gun in the list is on heavy destroyers, who are very expensive and only get one shot each. It's also the only gun with S>6 aside from the monolith ordnance shot and the Nightbringer, so you also need it for penning armor too. So not only can you not field enough to be effective, but they have to pull double-duty anyways.

As against vehicles, weight of fire is the best strategy you've got for killing 2+ saves. Unfortunately, when facing marines, that's also the only way you have to deal with 3+ saves (aside from the monolith's ordnance weapon which is rather short ranged) so the number of shots you need to be effective quickly surpasses the number you have on hand.

Pariahs aren't really a viable option because point-wise, they're really expensive, have a low I (only 2 or 3 iirc) and get only one attack each. Combine that with the fact they don't get a WBB roll and can't teleport, you'd probably be better of spending all those points on more warriors and immortals, since more firepower will probably have the greater net benefit.

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Don't bother shooting gauss at them, you need all that fire for other things.
Are we talking SS terms or normal terms?

I've seen the monolith pie plate wreck them.
Pariahs would be nice but I think they're I1. These will work against I1 terms but expect everything to die.
I don't think the scarabs are meant to kill, but clog. T hammers will insta gib them yes, but I think anything else will take awhile to chew through 30 wounds.
C'tan will do the job too, especially against those pesky Storm shields
Lord with a warscythe- faster and meaner. He probably won't get them all though.
   
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Irked Blood Angel Scout with Combat Knife




Wisconsin, USA

A 5 man unit of destroyers is decent... most importantly, you are fast enough to stay away from combat and can pump a bunch of fire in. Every turn, 3+ to hit, 2+ to wound with 15 shots... he's bound to roll a few 1's. If you've got two units of 5 destroyers, even better. Odds are that 2 or 3 will die every turn if you're rolling 30 dice at 3s and 2s

 
   
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The Hammer of Witches





A new day, a new time zone.

Destroyers are currently just about the best unit in the codex at this point. Maximizing them and Immortals is probably the most viable build right now.

"-Nonsense, the Inquisitor and his retinue are our hounoured guests, of course we should invite them to celebrate Four-armed Emperor-day with us..."
Thought for the Day - Never use the powerfist hand to wipe. 
   
Made in ca
Irked Necron Immortal





The thing is though: With all your destroyers/immortals firing ONLY at the Termies (and barely killing any), the rest of their army is left open to totally destroy you. So it's really hard to take out termies, while defending the rest of your army...although I have had a lot of success with a Destroyer Lord with a Warscythe charging termies alone and doing lots of damage @ Init 4.

BTW: Pariahs are Init 3, for whoever didn't know. This means that (against Termies) a Sargent with power sword can take out a few pariahs before they can attack...

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Prince George BC Canada

well i'm going to be fielding several units of flayed ones and wraiths and dropping my second monolith for a couple heavy destroyers and stuff. I want to outflank with the flayed ones but would wraiths+lord w/ scythe work to kill the deep striking terminators?

Nurgleboy77 wrote "Callum officially WINS!" 
   
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Sadistic Inquisitorial Excruciator






The Midlands

a c'tan, tomb spyder's, wraiths, maybe flayed ones, pariahs, immortals pushing it, heavy destroyers, there are many things but getting them to work is another part, when you play, I would avoid the termies as best as possible, finishing them off at the end.

 
   
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Decrepit Dakkanaut






Burtucky, Michigan

^^^^^
Thats a better answer lol. And I didnt think about the tomb spider idea. Those are monstrous creatures after all and so ignore armor saves. Not the best, but really what else can you do.
Yea I always forget that you can single out IC in a unit in CC. But you CAN use a large group of scarabs to just clog up their progress. Terminators are great an all, but that many scarabs and they are going to be stuck in for a few turns at least. No way a squad of termies could down them in one turn. And there would also be no reason to NOT get the assault on them either. Just stay away from any templates with the scarabs.
   
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Irked Necron Immortal





KingCracker wrote: Terminators are great an all, but that many scarabs and they are going to be stuck in for a few turns at least. No way a squad of termies could down them in one turn. And there would also be no reason to NOT get the assault on them either. Just stay away from any templates with the scarabs.
Eight Ball wrote:it just doesn't work: A Squad of 10 Scarabs will get (if they can all get into combat) 40 attacks in total on the charge, needing a 4+ to hit, and a 5+ to wound, meaning that (on the charge mind you) you'll get approximately 6 wounds, which MAY mean one dead termie. However, when they strike back, each attack is instant death for the scarb, and they'll take No Retreat wounds, meaning that they can actually quite easily take out most or all of an entire Scarab unit in one assault phase, without even needing the charge!
Scarabs are not the best answer.

Also, I haven't had much success with tomb spiders either, here's how it usually goes: 1 tomb spider charges into a 5-man termie squad (best case scenario). However, as the Tomb Spider is I2, the terminator sargent will strike first with his power weapon, and with only 2 wounds, it is highly likely the tomb spider will be killed before it attacks. If it lives, it'll make it's 4 attacks (assuming you didn't give it a particle projector) on the charge, needing 4+ to hit, averaging 2 hits, and 2+ to wound, averaging 2 wounds. Even if both termies fail their 5+ invuln (if their assault termies, the 3+ will probably save them) the rest WILL take out the tomb spider, at the loss of ~2 termies MAX, and get to consolidate and shoot/assault something else on their turn.

Anyways, the thing about taking out terminators is, that you usually have to be (at least somewhat) prepared for it. Point-for-point if you can get, say, Pariahs into assault with termies, the termies will take more losses. The same thing goes with a C'tan vs like a 10-man termie squad, or heavy destroyers, but all of those units are very high in price and often get picked off by tanks and the like and sometimes (C'tan especially) don't serve too much of a purpose after that one good assault (especially the slow stuff), so, it's really hard finding a balance of "killing termies" vs "usefullness afterwards (assuming survival)"

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Unit1126PLL wrote:Everything is a gunline. Khorne berzerkers have pistols? Gunline unit. Tanks can't assault? They're all, every last one, a gunline. Planes? Gunline. Motorcycles? Mobile gunline. Mono-Khorne daemons? Bloodthirster has shooting attack. Gunline.
 
   
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Boosting Black Templar Biker




Fenton Michigan

Well pariahs can get their points back facing power fisted terminators, but against them being equipped with just about anything else the Terminators will strike first, and gut the pariahs before they even get their warsythe attacks in. Scarabs are about the cheapest route as for a diversion as you can go, they are only meant to hold something off for a turn, if they were meant to kill anything they wouldn't suck so much arse.

When it comes to Necrons your options are very very limited. Flayed ones will probably do worse then scarabs in close combat for the fact is if you facing them against anything that can deny their saves they will loose close combat resolution and you can only field 10 in a squad, and that squad is 18 points a model with no ranged attacks.

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