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Post by Deleted on Oct 29, 2006 3:36:17 GMT -5
Ok guys, i'm a little confused concerning Necrons. Firstly, I have never ever fought them. Ever. Can anyone give me a brief outline on what units they field? Like, I know Paraiahs, Flayers and Warriors, but I know them on a name basis only. Do they have power weapon attacks? Very confused about the "We'll Be Back" rule as well, and finally how to stop a Monolith ^_^. All help appreciated
-Syn
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Post by Deleted on Oct 29, 2006 12:46:14 GMT -5
I can't help much but they have the 'phase out' rule. Which mean if you kill 75% of their warriors then they disappear. I'm not sure which units count as being warriors though. With the 'we'll be back' rule they can get up if they were shot but not if they were killed by an insta-kill weapon or a power weapon. They have gauss weapons but i have no idea what these do.
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Post by starwoof on Oct 30, 2006 11:50:12 GMT -5
Pariahs suck, you can ignore them. They ignore invulnerables and normal saves, but ooh, they get 1 attack a piece. If your opponent is fool enough to use them send in conscripts or something and watch the fun.
Watch out for the immortals. They carry big two barrelled guass rifles that are assault 2 with good range. They will eat you alive.
Flayers are scary in close combat, especially with guard. They dont have power weapon attacks bt you have to make leadership tests to fight them properly, plus deeep strike.
Good way to stop a monolith is to ignore it.
We'll be back pretty much means that when you kill a necron with a weapon less than double their toughness or without a power weapon in an assault means that theres a 50% chance they will stand back up and shoot you.
Hope I helped a bit. I can go into depth later about guard anti-cron tactica, but I cant at this moment. Guard are an excellent choice vs crons however!
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Post by Deleted on Nov 6, 2006 9:59:08 GMT -5
Necrons all have exactly the same stats as marines, only they are initiative 2, and Ld 10. Gauss weaponry is ultimate anti-tank. Any gauss weapon that rolls a 6 on a vehicle, gets an automatic glancing hit. I've killed land raiders with one round for the most basic warriors. Don't underestimate them.
Monoliths are impervious to virtually everything, and deal out ridiculous amounts of firepower. (armour 14 all round, an ordnance weapon, D6 S6 shots at evey unit within 12", and it can deepstrike!)
Immortals are toughness 5 and carry Gauss Blasters. Those are S5, AP4, range 24", Assault 2.
Pariahs carry warscythes with built in Gauss Blasters. They are WS, BS, S, T 5 . Warscythes ignore all saves(invulnerable included)
After reading this, you may never wanyt to paly them. However, they can be beaten. You need as many plasma guns as possible, and you need to outnumber them, which isn't hard. Y'see, they may be the toughest troops around, but their points cost is phenomenal. You have to spend 460 points on your HQ and two troops without any upgrades!
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Post by Deleted on Dec 9, 2006 0:25:48 GMT -5
Leman Russes are your friend in this game, while you've got them. You want to take out as many of the warriors as possible. IIRC, Necron Warriors, Immortals, Flayed Ones, and Destroyers count for the Phase Out rule. Your objective as a guard player is to activate that rule as quickly as possible.
Plasmas are alright for this match up; Meltas are better for the instakill properties. Demolishers are good against immortals. Pariahs are useless against your army. Monoliths if played right can be devastating... But they are pretty difficult to play because once they land they move pretty slow. If it lands poorly, you can easily ignore it. If not, you can say good bye to your flank. Your best bet against them is the lascannon and transports for your key units.
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Post by Deleted on Jan 18, 2007 6:38:41 GMT -5
Thanks for the help, were amassing some well good tactical advice here
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Post by knight (M.I.A) on Jan 18, 2007 6:59:15 GMT -5
Even if some may throw rocks at me now, watch out for Pariahs. these guys can hack their way through ANY unit. And if I say any, I mean any. They don't care if they're fighting some sort of Marines, Imperial Guard, Eldar or anything else in this universe. They also have Ini 3 or 4 so they're damn fast for a Necron. They also have the other normal fun stuff that Necrons have. I'm just not too sure, if they have "We'll be back" too. And like it was already said they have only 1 attack, but will cause in one assault phase as much damage to force you to make Ld tests.
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Post by Deleted on Jan 18, 2007 8:21:08 GMT -5
Pariahs dont have the we'll be back rule. Here's some info on Pariahs:
Pariahs represent the true horror of a Necron-ruled galaxy. They are created by fusing Necron technology with human victims who bear the "pariah gene" (a rare and unusual genetic defect in which the bearer lacks a soul). Each Pariah is a formidable warrior, especially since they wield deadly warscythes; but they also radiate an unnatural aura which can have a severe unnerving effect upon their enemies, especially psykers. Interestingly, since Pariahs are partly human, they lack the incredible healing factor that most other Necrons have.
With the Pariahs strength 5 and toughness 5 they can do some damage in close combat. If you're playing someone with wriaths take them out before they get to you for close combat because they aren't too tough but with the strength 6 they can hurt in assualt.
~ Com. Joe
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Post by skizoman333 on Mar 5, 2007 15:38:55 GMT -5
another nifty background feature the Culexus Assassin (causes a psychic blackout 0f sorts)may be a form of pariah recruited for the imperium instead.
Also, beware the flayed ones: they can always deep strike, always infiltrate, move through cover (dont take DTT) and have 2A and have 4 I. As well as this, they cause fear, which means your unit has to take a LD test every turn or ur sqaud can only hit on 6s. However, they can only be fielded in relativly small squads, so if you catch them out in the open, make sure u prioritise all ur shooting on these guys
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Post by Deleted on Mar 6, 2007 6:13:56 GMT -5
The Necron Threat.
HQ
lord. You will be guaranteed to face atleas of on these in a necron force as they are the only choice available. Depending on the player a lord will be rigged out to either skulk back using a res orb to keep his warriors up and moving. The second option is to equip him with a destroyer body. if equipped like this your opponet has a lord which will be harder to kill than normal and will most likely be moving alongside a assault force of pariahs, flayed ones and scarabs. The 3rd option is a lord equipped to teleport around alot...usually he will be attached to a unit of hard hitting combat troops or a squad of immortals where he can teleport strike and the move away again the next turn... Like all necrons the lord is harder to kill than a standard marine but is also a fairly large point sink if tooled out.
Elited
Immortals. These are a high priority threat, they have the necron rule and so are hard to kill off, have a multi shot range 24 gauss weapon and can deal out a hell of a lot of punishment...however this comes at a price and most armies will only have 1-2 units and they are normally no more than 5 or 6 strong.
Flayed Ones. Hey he looks like my buddy....One of the necrons close assault troops. Again they have the necron abilities and also can ds or infiltrate...1 of the units comonly attached to a teleporting lord. They do not have power weapons but do have a decent number of attacks and being hard to kill they can really make a mess if they get into your lines.
Pariahs. If you field psykers these will prove to be a bane and as such should have a raised threat level. They also come equpped with the same weapon as an immortal and a warsythe to boot...so they are a solid threat if allowed to close. The blaster will make a mess at 24 inches and in combat they have a weapon capable of shredding the best armour. However this is at a high price, they have low attacks and no will be back roll...so once dead... they are gone. They will often be found accompanying assault orientated lords and should be in the higher standings of the threat levels.
Troops. Only 1 choice here again. Necron warriors. The necron warrior is the backbone of the army, resilent, numerous and with the full range of necron abilities. a less effective weapon in the form a rapis fire gauss rifle, but due to the lower cost and higher numbers, a lot harder to wipe out. Many armies will field a lot of warriors as they can do everything, tie up close combat units, shoot everything and kill tanks.. but they lack any real threat fi hit with assault troops boasting power weapons or high strength weaponry.
Fast Attack Scarabs. Pesky little blighters, best used to tie up your precious assault units or heavy weapons teams. They are fast, cheap and hard to kill as they are swarms. Dont under estimate these critters they will make a mess if combat if allowed to hit your lines. Do remember these can move as fast as a jetbike and have the turbo boost ability.
Wraiths. These i believe to be highly over rated, They are expensive and lack any real close combat ability...they can if you allow them tie up units for a long time as they have a invunerable save and that makes them very hard to kill...but they are more of a tie up unit than a dedicated assault unit.
Destroyer. These are the anti heavy infantry/light armour necrons, they can appear in reasonable quantities at a cost, have the necron ability and a decent ranged weapon. But like a lot of the other more specalized necrons they can be wrecked by making sure there is nothing of their type alive near bye.
HEAVY SUPPORT Heavy destroyers. These are the dedicated anti tank necrons....as if they needed them. Less numerous than the normal destroyer and more expensive. They pack a high strength high ap weapon with a longer range and should be treated as a high threat if your an armoured company or a low threat if your all infantry.
The Monolith The myth and the fable. This is a beast and if your opponent does use it correctly it can alter the game...Used correctly it will eith be deep striked close to your lines to bring necrons in close and also wreak havoc with its weapons. If this happens then make it a high priority target for anything of lascannon standing,...meltas have a chance but will lose their +d6 ap for being close due to the living metal rule. The other use is to keep is safe and let the necron lord teleport forward with a squad then next turn the monolith brings the lord back so he can repeat the process. The monolith also allows the necrons to make an extra will be back roll if a unit has suffered caualties and teleports through the monolith.
end. The best tactic with necrons is to target a unit and shoot until it is destroyed and then move onto the next one. Proritise the threats to your force then apply the force needed to remove them. Move though the necron army methosdicly like this and you have a good chance.
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Post by majorjav on Mar 6, 2007 9:55:23 GMT -5
That is a real strategy conference mate!! Love it, it is like I was listening a briefing before an op!! Are you in the army??
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Post by Deleted on Mar 6, 2007 10:36:49 GMT -5
lol ex territorial army mate....jesus does it show that much lol... i know necrons pretty well as i used to play them before...hence the knowledge of which units are real threats and which are not.. Most people tend to overlook the simplicities of fighting necrons...the simple shoot until it is destroyed and then move on.. My favoured tactic with my crons was a large pariah unit with a lord with teleporter and a monolith...warp shoot wait...warp shoot.. or warp shoot whack..warp shoot whack.. The other army i used that used to give my opponents kittens was a monolith, a lord with res orb and lots of warriors...just advance slowly and keep bringing em back....slowly grind your opponent down... Both are counterable.. the assault option is simply keep a mobile high firepower reserve like a command and 3 plasmas..or vets with plasma...or both and when the lord appears give him both barrels until the pariah/flayed one/immortal guard are gone...and so will about a third of the army.. with the warriors its a little harder as you really have to drop the monolith to stop the recycling warrior storm...then start targeting the warriors a squad at a time..with the focus on the phase out...
The advantage of fighting against necrons is that the player has to keep one eye on phase out and one on the mission objectives and once you take down the fast options his force is slow and short ranged.
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Post by dethklok on Mar 6, 2007 14:46:15 GMT -5
Ugg Necrons. well you could just use the tactic my other freind who plays guard uses. His tactic is complicated and reckless here it is Las Cannon the hell out of everything. [he has 12 in his army] dont know if this helps Cheers dethklok ;D
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Post by Deleted on Mar 7, 2007 12:09:31 GMT -5
Don't let the nightbringer into close combat when they die they explode. aaaarrrrrrgggggghhhhhhh! it cost me the game.
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Post by Warmaster Stabwhiskers on Apr 2, 2007 1:08:10 GMT -5
Range boy, its abt the range
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Post by thefishki345 on Apr 2, 2007 1:30:39 GMT -5
what _are_ the disadvantages of necrons? they seem to be good allround
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Post by Deleted on May 3, 2007 11:17:39 GMT -5
well be back means that on 4+ they get back up.
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Post by Deleted on May 30, 2007 0:58:56 GMT -5
Necrons are guards worst nightmare, if you let them get within rapidfire range of your army, your dead. I lost my entire armoured company of 13 tanks to 4 rounds of shooting. Gauss weapons are lethal.
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Post by sammy1979 on Jun 7, 2007 5:05:55 GMT -5
there only disadvantage is relative short range weapons and a lack of indirect fire sytems guards best prospect is hide behind stuff kill em with mortars and bassi's use las cannons on them that gets to close ie 24 inchs is too close with rons
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Post by Deleted on Jun 10, 2007 6:38:45 GMT -5
Ther are dang expensive
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Post by Deleted on Aug 14, 2007 10:10:00 GMT -5
My favored tactic is to shell the living daylights out of them. ST9 AP3 they wont be back.
Monoliths and C'tan gods just make the army easier to Phase out.
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Post by twerd on Aug 18, 2007 18:56:46 GMT -5
Plamsa and melta weapons will destroy the necrons and the phase out rule is there main weakness
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Post by Rolling Thunder on Oct 15, 2007 12:58:15 GMT -5
I find that 3 leman russes kept at the back of the board shelling the crap out of their infantry forces them to try and engage you with destroyers/hvy. destroyers. At which point you wait till they are over 12" away from the necron battleline and kill all 3 of them. Then they can't get up, as the we'll be back rule specifies there must be another Necron within 12". At which point you laugh like a jackal and shell the rest of their amry into metalic oblivion...
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Post by Deleted on Nov 1, 2007 11:35:52 GMT -5
dont forget all they weaponary (guass weapons) always glance armoured vehicles so if u find your self up vs a group of destroyers use a demolisher. use a allied army i.e. grey knight terminators work great
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Post by Deleted on Nov 5, 2007 11:23:52 GMT -5
I can't help much but they have the 'phase out' rule. Which mean if you kill 75% of their warriors then they disappear. I'm not sure which units count as being warriors though. With the 'we'll be back' rule they can get up if they were shot but not if they were killed by an insta-kill weapon or a power weapon. They have gauss weapons but i have no idea what these do. Actually if the a necron is holding a resurection orb then they can bring back anyone if if Insta killed. I know this as a IG player because I just bought a necron lord w/ resrection orb. cuz Im planing on playing them next.
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