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Post by Commisar "General" Dr Phillips on Mar 13, 2013 9:22:03 GMT -5
So a friend of mine is starting up a Necron army. We don't have many Necron players in my area and i'm not sure what to expect or do with it, any help would be appreciated.
-Commissar "General" Dr. Phillips
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Post by Adkenpachi on Mar 13, 2013 9:52:55 GMT -5
Im gonna be getting rid of some necrons if he wants to buy em shoot me a pm. Was gonna start an army but have since decided against it.
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Post by hendrik on Mar 14, 2013 2:21:39 GMT -5
gauss fornicates with your armour, as do scarabs so never ignore "that small unit" of scarabs almost reaching your lines, or those warriors on your left side. this hasn't prevented me from fielding my armour though, in fact, i want the heavy guns these bring to the party to take on monoliths and all their other AV13 armour(due to some special rule a lot of their vehicles have AV13 untill the first galncing/pen. hit). I find fighting necrons rather fustrating simply because they are so hard to remove from the field. You might be able to sweep away almost an entire squad of warriors, only to see them get back up their feet again if one of them stayed alive. Their rule to get nightfighting on the first turn can really blunten an alpha strike list as well, so bring searchlights to the party. In addition, they also bring some of the nastiest characters i'm aware of (some of them can remove certain special rules, make all terrain difficult and dangerous,steal the initiative on a bonus etc)
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Post by Commisar "General" Dr Phillips on Mar 14, 2013 9:56:14 GMT -5
@ Adkenpachi: I'll talk to him about it and if he is interested i'll let you know, so hold onto them for now if you can @ hendrik: This is good stuff to know, thanks. Isn't there also a special character that can wipe out any one type of unit on the board if he scores a wound?
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Post by Ponen19 on Mar 14, 2013 11:01:56 GMT -5
1. Watch out for Imotehk, from what I've seen he's the nastiest of the HQ characters. Guaranteed night fighting turn one and a good chance to keep it going, steals iniative one a 4 (unless your Orks), rains lightning on everything you own, and nasty in close combat. This guy will screw you up if your not careful.
2. Monoliths aren't so much a problem as they take up the same FOC slot as the doom scythes, which are a female dog against armor. Still, have a way to deal with AV13 as most of their things start with that until you land a penetrating hit.
3. Infantry can't get up if the entire squad is dead. Focus fire on one squad at a time until it's wiped out so that they don't get back up. Otherwise you have to hope they fail a leadership test (which is high), or they fail their res roll.
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Post by Paradill on Mar 14, 2013 12:04:14 GMT -5
Helpful.
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Post by hendrik on Mar 14, 2013 13:01:34 GMT -5
a great tip would be to ally some space wolves for a rune priest with jaws of the world wolf. jaws tears through a necron army like a hot knife through butter. on the pure guard side of things; as i said before, searchlights are your friend. unfortunatly due to how orders work you'll only be able to use them after you've completed all orders. key is blasting them to pieces unit by unit, making sure they don't get to use their renimation protocols anymore. monoliths are imo quite nasty since they can teleport a 20 man necron unit right into your battle line,easely messing with your battle plan
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Post by WestRider on Mar 14, 2013 13:08:53 GMT -5
- Psyker Battle Squads are great. Almost nothing they've got is Fearless, so if you can hit them with Weaken Resolve and then do enough damage to force a Morale Test, they're likely running.
- Most of their Vehicles do start out at AV13, but once they take a Penetrating Hit, they go down to AV11. A mix of things like Lascannon and Manticores (for getting those initial Pens) and Autocannon (for strippinging Hull Points after) works well in my experience. Manticores are also good for clearing out their Infantry, much of which only has a 4+ Save.
- Necrons can bring more independent Flyers than anyone else. They're only AV11, but they can accurately Deploy Troops after moving 36", and they carry some scary firepower. Make sure you've got anti-air capabilities covered.
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Post by yvain on Mar 14, 2013 13:42:05 GMT -5
a great tip would be to ally some space wolves for a rune priest with jaws of the world wolf. This is your answer to everything ;D
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Post by Paradill on Mar 14, 2013 13:47:30 GMT -5
It's a good answer
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Post by dangerrod on Mar 14, 2013 18:42:23 GMT -5
Manticores wreck Necrons, I've used two against them in the past to great effect
Also I was surprised by how good the Hellhound is at clean up those pesky crons
Danger Rod
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Post by WestRider on Mar 14, 2013 21:44:34 GMT -5
Space Wolves are also good because Grey Hunters can provide solid CC punch that doesn't really rely on Characters who can be Challenged out by MindShackle (Over)Lords. You can get truly hidden Power Weapons, plus the Mark of the Wulfen guy, and the sheer number of Attacks.
IG prefer to keep Necrons at arm's length, since we've got more truly long-ranged Firepower than they do, so having a Unit or two like that to discourage them from getting up into short-ranged firefight distance can really help.
Tempest's Wrath can actually be a pretty good second power on a Rune Priest here, since most of their Vehicles are Skimmers.
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Post by hendrik on Mar 15, 2013 15:52:23 GMT -5
a great tip would be to ally some space wolves for a rune priest with jaws of the world wolf. This is your answer to everything ;D in my lastest games against the necrons in which i fielded my allied runepriest this fellow ate up half of the necron force on his own his overlord and expensive bodyguard+adjoined kryptex etc were the first to dissapear, quickly followed by the rest of his force as westrider said, i took a grey hunter pack and a terminator wolf guard pack to guard my runepriest. the wolf guard were tooled up for combat making my opponent play his close combat HQ overlord unit less agressive then usual, this allowed my to get enought jaws-shots on him while moving forward in the first 2 turns and then making a tactical retreat, making sure he nevere reached my wolf guard while his units kept on dying because of jaws... tempest wrath is a great second power but remember it doesn't work on flyers
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Post by WestRider on Mar 15, 2013 20:19:47 GMT -5
Yeah, I was thinking more of the Annihilation Barges, SurfLords, and Ghost Arks when I mentioned that.
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Post by christopher300 on Apr 6, 2013 12:15:08 GMT -5
My freedom fighters are due a battle with the Necronso n Tuesday! So this has been quite useful. What are necrons like in combat? How big are the squads that they field? I think I am facing this guys army, this was his 1800pt tournament list recently, I actually love the paint job But, that aside Cam someone help me just identify what things are?
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Post by Adkenpachi on Apr 6, 2013 13:10:01 GMT -5
I dont like the orange on the guys but those vehicles look REALLY nice with that paint job
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Post by hendrik on Apr 6, 2013 14:40:37 GMT -5
i'm thinking 3 doomscythes as a squadron or the dedicated transport thingies, 2 monoliths. 3 minimalistic necron warrior units, overlord in blabla-barge-thingy and some wraith like/possible forgeworld unit?
to answer your question, necrosn will die in combat with things like marines, but with guardsmen charging them will be a bit tricky.
imo it is crucial to destory those two monoliths as early as possible, they can teleport their units anywhere on the table and a 20 man necron unit showing up in rapid fire range isn't something you want. you'll also want something that can hurt those necron flyers early on. some sabre autocannon platforms would be really usefull, in fact, some interceptor spam units would be really usefull. i believe some heavy bolter teams/dakka exterminator could ruin this army since he only seems to field 25'is necron warriors, who's armour save gets negated by the heavy bolters
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Post by dangerrod on Apr 6, 2013 20:12:02 GMT -5
Thats Alex D from AWG in Armadale, Perth Its a pretty brutal list, those FW Canoptek Acanthrites can be a real biatch to kill, if your playing Mech Guard, kill them quick www.forgeworld.co.uk/Downloads/Product/PDF/a/acanthrite.pdfThe two Monoliths aren't as big a problem as they used to be, just open them up with Melta now or a Manticore/Medusa. I played this army back in Scorched Earth in November and gave him a hell of a time with two Manticores and two Vendettas, glad to say the Guard won that day!! Good luck, he's a decent player! Danger Rod
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Post by christopher300 on Apr 6, 2013 21:27:20 GMT -5
I only suspect that its this guys army so Ill have to wait and see
But
I donthave any flyers, medusa or manticores, ha, I might be in for a long evening.
That being said I am thinking of trying to pack in a smany heavy weapons squads as I can so missile launchers and las cannons?
Ill use basilisk to try and knock down the monoliths.
then an icarus lascannon on a transport.
Then las cannons on their other armour then missile launchers and a hellhound into the infantry?
I normally play a veteran unit with eltas ad chimera
I also normally play a veteran unit with plasmas and sgt harker so I might put them in reserve and try and come from behind against them
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Post by christopher300 on Apr 6, 2013 21:30:44 GMT -5
What are wraiths like?
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Post by hendrik on Apr 7, 2013 6:25:04 GMT -5
wraiths are a close combaqt only unit, but apparently those models in the pictures are something different from forgeworld like dangerrod said
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Post by christopher300 on Apr 13, 2013 5:29:07 GMT -5
Ok well , it was not the same army as in the photorgraph.
I came up against:
3 units with 6 no. wraiths 2 Stormlords 3 annhilation barges
then in reserves there was 4 transport flying things each with a unit of 5 necrons inside.
Yeah it was tough we only made it to turn 4 before we ran out of time and although I still had quite a bit on the table it was definately the beginning of the end.
The Wraith are tough man! They arrived at my front line so quick with their jump pack abilities and are so hard to get rid of. They had a 3+ invunerable save so were shrugging off most of what I threw at them and then with having 2 wounds they were hard to get rid of.
The annihilation barges were troublesome, but when I think about it the tesa attacks were a little damaging but luckily they didnt spread onto adjacent units much.
I justr couldnt make my numbers count, there was still just too much no the table that was too durable.
The only reason I think I lasted as long as I did was that a unit of veterans and marbo came on in reserves into their rear and drew some of their units away from my front line. A scout sentinel and ratlings also withdrew some of their attack to to the other flank.
so yeah I still am not better off with the answer.
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Post by hendrik on Apr 13, 2013 9:43:40 GMT -5
that's a pretty hard list to face. persoanlly i'd really try a rune priest+grey hunter pack. jaws of the world wolf will eat his wraiths and lords alive! a grey hunte rpack can easely replace a veteran unit so that problem is already taken care of. also, if you make the gry hunter pack only 8 men strong (not optimal), you could make the entire allied force out of 1 single box of space wolves.
how about the following: -runepriest: jaws of the world wolf, tempest wrath 100 pts -rune priest:boltgun, jaws of the world wolf, stormcaller or murderous hurricane (it can target models outside of 18" for the difficult and dangerous terrain effect, although it's cheesy) 100pts -8 grey hunters: plasmagun, wolf standard, mark of the wulfen 145 pts
that's 345pts for allies?
perhaps it would be more usefull if you list what models you have available to you
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Post by christopher300 on Apr 13, 2013 10:51:26 GMT -5
Apologies to Dr Phillips for hijacking his thread.
My list was:
CCS +Plasma Gun +Autocannon +2Bodyguards
PCS +4 Flamers
20 Man Infantry Squad +2 Grenade Launchers +Mortar +Missile Launcher
20 Man Infantry Squad +2 Autocannons
Heavy Weapons Squad w/Lascannons
Heavy Weapons Squad w/Lascannons
Heavy Weapons Squad w/ Heavy Bolters
Veteran Squad +Shotguns +3 Melta Guns +Chimera +Demolitions
Veteran Squad +Sgt Harker +3 Plasma Guns +Forward Sentries
Ratling Squad (x4)
Ratling Squad (x3)
Psyker Battle Squad (x4 + Overseer)
Guardsman Marbo
Hellhound w/multi melta
Scout Sentinal w/Missile Launcher
Basilisk
Medusa
Hydra Flak Tank
AEGIS line with Icarus Lascannon
I know its not a competitive list, but I did think I would have numbers on my side though.
I know an option would be vendettas although more for fluffy reasons I am tryingn to avoid taking them, I think I might eventually.
Im ot really looking for a super competitive list if you get what I mean but would still be handy to know how to deal with Necrons.
Mind you, Marbo had an interesting game.
In the Necron deployment zone my Plasma vets made their entrance to fire into the Necrons back. In the Necron turn one of his flyers came on and dropped a squad in some ruins next to the plasma vets. Also 2 annihilation barges turned around and headed towards him.
Marbo arrived and perched on a bit of the ruin a floor up. The area must have been the size of his base.
The Necorons opened fire, so the flyer, annihilation barges and Necron unit shot at Marbo. he survived all of it and also the tesla took out one of the Necrons. Its shame he didnt manage to do more damage with his demo charge otherwise it ould have truly been a Rambo moment!
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Post by WestRider on Apr 13, 2013 11:34:54 GMT -5
Once again, I'm going to recommend Manticores. They're good against basically everything the Necrons field. Against Wraiths, the multiple Blasts can generate enough Hits that some of those Instant Death Wounds get through the 3++, and the AP4 isn't a drawback at all. They can reliably rack up Penetrating Hits on the Vehicles to strip Quantum Shielding, they can pound the Infantry (especially Warriors). The only things a Manticore can't deal with in the Necron Army are the Flyers.
Vendettas are really the best thing we've got against the Necron Flyers. Against AV11, 3TL Lascannon is really nasty, and we can pick them up almost as easily as they can take Scythes. If you are going this route, do not take an Astropath or Officer of the Fleet. You want to get the first shots, which means you want the Scythes coming on the board before your Vendettas do.
A Quad Gun is probably a better bet here than an Icarus Lascannon. The Lascannon has its place (especially for the increased chance of one-shotting a Helldrake), but against the AV11 Scythes, the extra shots to strip Hull Points are more useful.
The jury is still kind of out on Hydras. If they can survive until the Turn after the Scythes show up, they're solid, but they're not hugely durable, and without Interceptor, the Scythes are often going to be able to Zoom on and get Side Armour shots with those Tesla Destructors, which generally doesn't end well for the Hydra. At least the fact that almost all the Necron Vehicles are Skimmers means that the Hydras can still do something useful when there aren't Flyers on the board.
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