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		<title><![CDATA[Latest posts for the thread "vet csm player having issues playing Necrons"]]></title>
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				<title>vet csm player having issues playing Necrons</title>
				<description><![CDATA[ Hello there! <br /> I've been in the game since 3rd ed and even now can win or place tourneys with my <span class="glossaryitem" onmouseover='gp(22);'>csm</span> with relative ease. I recently began a necron army and it is easy to say the playstyle is drastically different than chaos marines. I used to for a short time also play deamons, but dropped then after being pwnt by <span class="glossaryitem" onmouseover='gp(305);'>GK</span> bandwagoners too often. <br /> <br /> Basically, I refuse to drop the necrons. But I'm having issues, mainly pertainint to list synergy, scoring units, and balence. <br /> <br /> if anyone can help, here are my issues in detail.<br /> <br /> 1. I seem to want to run units like 2x tomb stalkers or 2x wraith units, but adding those in coupled with two <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> and courts, you're looking at almost 1500 pts without troops, how does everyone balance out the <span class="glossaryitem" onmouseover='gp(59);'>hw</span> in points costs? I'm so used to spending no more than 350 on <span class="glossaryitem" onmouseover='gp(56);'>hq</span> choices and it is becoming an issue<br /> <br /> 2. Synergy, it seems like I hardly know thee. I am having trouble with how to make an effective shooty army, I can only seem to make a medeocre one and rely soley on canoptek shuffle or scarab farm lists.<br /> <br /> 3. Troops and scoring. I know it is easy to just drop down blobs or warriors on objective on you're side, but what about capturing multiple objective or ones In enemy territory? Do you people just run scythes with immortals for that, or <span class="glossaryitem" onmouseover='gp(308);'>msu</span> viel units to get in there?]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 19:59:42]]> GMT</pubDate>
				<author><![CDATA[ IronfrontAlex]]></author>
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				<title>vet csm player having issues playing Necrons</title>
				<description><![CDATA[ I have been running a very effective Tesla spam list and it's been working wonders for me. <br /> <br /> The only issue I have with the codex is the first issue you brought up. The <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> section. the Overlord is required because you need access to a court. Yet he has very little synergy with other effective <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units in the book. The way to run your Lords is on a <span class="glossaryitem" onmouseover='gp(547);'>CCB</span> with you scarab carpet in tow. Throw nasty units like wraiths into the mix and you have a very potent charging group. Or at least on that cannot be ignored. The Annihilation barges and Tesla Immortals then advance on foot to where they need to be as the charging element causes havoc and draws target priority. Around turn 4 or so your charging unit will have caused massive damage or died horribly. Either way your immortals are on the objectives or picking up stray <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> for a win. <br /> <br /> The trick of Necrons is to minimize the time the enemy can damage you mission critical units. This is done through access to night fighting and tough fast <span class="glossaryitem" onmouseover='gp(19);'>CC</span> units to take target priority. <br /> <br /> This style of Necrons also hoofs it to where it needs to be. The biggest tip for Necrons I can give is see the board 2 turns ahead. You don't have the mobility or <span class="glossaryitem" onmouseover='gp(19);'>CC</span> killing power to make last minute decisions or wipe units out that just now became dangerous. Planning ahead and playing the mission helps a lot. <br /> <br /> Also one thing that has help me immensely is at the start of the game forcing myself to think about active or aggressive tactics. You need to set the pace of the game, make your opponent react to you. Because if you are  on the defensive until turn 5 you are not going to be able to win the mission on account of your short range and lack of speed. <br /> <br /> But the trade off for this is quite rewarding, played actively I have yet to see a more durable army when you consider your opponent will only have 2 ish turns to actually shoot the vital elements of your army.<br /> <br /> Edit: Addressing Veil<br /> VoD crypteks are worth their weight in gold in my games. 10 Immortals and a veil cryptek is my auto include troop choice. It is simply invaluable to be able to castle up on a cluster of objectives and simply deep strike onto a remote one on turn 5+.  <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 21:41:26]]> GMT</pubDate>
				<author><![CDATA[ alspal8me]]></author>
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				<title>vet csm player having issues playing Necrons</title>
				<description><![CDATA[ On your troop question, I think necrons primary strength is in the fast attacks, <span class="glossaryitem" onmouseover='gp(56);'>hq</span>, and heavy support sections of the force org chart. Many lists I encounter take 4-5 5 man troop squads, reserve them and wk onto home objectives late in the game ]]></description>
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				<pubDate><![CDATA[Wed, 8 Feb 2012 21:52:10]]> GMT</pubDate>
				<author><![CDATA[ Pony_law]]></author>
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				<title>vet csm player having issues playing Necrons</title>
				<description><![CDATA[ Take imotekh as your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.  His special rules and the fact he unlocks a court AND you can take a <span class="glossaryitem" onmouseover='gp(547);'>CCB</span> with him are worth the points.  Seriously, people will hate playing against him but he is an excellent first timer <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice.  Personally, I've very rarely run two <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s with the new crons.  It has seemed very overkill to me, both on rules you need to remember and your point bucket.<br /> <br /> That said, I did play a game this past weekend and here was my list - <br /> <br /> (I took these guys just to try them out, I know it's a HUGE point sink in a 1500 point game)<br /> Zahndrek<br /> Obyron<br /> Orikan<br /> <br /> 10 Immortals - Gauss<br /> 5 Immortals - Tesla<br /> <br /> 1 - <span class="glossaryitem" onmouseover='gp(547);'>CCB</span><br /> 1 - Annh Barge - Gauss Underslung<br /> 1 - Doomsday Ark<br /> 2 - Canoptek Spyders (fab claw and the ranged weapon on both)<br /> <br /> 4 - Crypteks: Harbinger of Destructions (no upgrades, just the staff)<br /> <br /> 2 - Destroyers<br /> <br /> Went up against nids on a 4x4 board with 4 objectives.<br /> <br /> The fight went pretty favorable for me but I got lucky and Orikan hulked out on turn 3 and stayed that way until the game ended.  <br /> <br /> Really though for me, I've just been taking semi-random lists the past few times I've played just to see how things work now.  Honestly, if you want mobility with your scoring guys, monoliths are the way to go.  The portal now functions at an infinite range AND you can now fire the particle whip even if you teleport someone (which is fantastic).]]></description>
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				<pubDate><![CDATA[Thu, 9 Feb 2012 00:52:21]]> GMT</pubDate>
				<author><![CDATA[ Kevin949]]></author>
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