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Post by Deleted on Nov 11, 2007 20:03:17 GMT -5
Necrons ARE good all around. This means that they are extremely expensive. I have some real trouble fighting necrons, so here goes a little rant about how to kill 'em with imperial guard. Firstly, necrons are all about durability. Their guns are mediocre (for an 18 point model), their CC prowress is negligible, but they are T4, have a 3+ save, and can self-repair on a 4+. Even if hit by a weapon double their strength, any necron player worth his salt will have a resurection orb nearby so that they can STILL repair. Another point I cannot stress enough: the necron unit to fear MOST OF all is....dum dum dum...scarabs(?). Yes, scarabs. SHOOT THEM!! These little buggers move 12" per turn and if they drag a unit into close combat, they will tie that unit up for 2-5 turns. No joke. They've got 3 wounds per base, are fearless, and aren't all that expensive, so keep away from them! Parahiahs aren't terrible on the whole, but against guard they are garbage. THey are a waste of points against guard, they are termie-killers and the hunters of pumped-up space marine commanders. With one attack they dont do crap for breakfast against guardsmen. And they dont have "we'll be back", either.
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Post by sniperbob on Dec 30, 2007 23:53:30 GMT -5
Hey, I have never fought, who do u recomend fighting for the first time?
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Post by Deleted on Jan 19, 2008 5:19:25 GMT -5
9 Rough Riders+vet sergeant+hunting lances+close order drill. Initiative 6 on the charge 17 strength 5 (?) attacks i think. perfect for dealing with pesky-clawed creeps that wear the skin of their mother.
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Post by Deleted on Jan 21, 2008 17:17:15 GMT -5
There might be some misunderstanding here. plasmas isn't as good as one might think against necrons, since they can still come back. Only shooty weapons with double strength will eliminate them,OR power weapons in close combat. low AP doesn't kill them outright but DOES destroy their armour save. Someone said that Necs' are the guards worst enemy, this is probobly not true. What they gain in toughness and firepower the lose double of in numbers. The warrior can almost only shoot, if they are assaulted by a unit that knows how to fight in close combat the warriors will have a hard time. But remember, simply charging some hardned vets in a 20 man strong squad will only result in a outdrawn loss for you. Power weapons is your friend! But as we all know, power weapons isn't that common in the guard, so just go for heavy hitting weapons and russies. Faith in the emperor, trust in the russ
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Post by Deleted on Mar 28, 2008 23:38:05 GMT -5
A smart necron player (use to them) will put a unit of 4 pariahs in a mob of warriors, so they can take down anything once in close combat (such as temies). the best plan would be to kill as many warriors as you can and take out lords with ressurection orbs and tomb spyders. these guys make it even harder to kill the warriors.
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Post by Rolling Thunder on Mar 29, 2008 2:41:39 GMT -5
And then the smart guard player drops a russ shell on them. So long, and thanks for the target practice.
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Post by Deleted on Apr 17, 2008 16:08:05 GMT -5
Hey, nobody has mentioned Tomb Spyders yet. Are they that worthless? Or do Nec players just never take them?
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Post by acolyte on Apr 18, 2008 16:57:19 GMT -5
Tomb sypders are horrible, give WBB rolls to things in larger range (cant remember exact distance) have power fists ap3 guns 3 wounds? and make scarabs for free. KILL on the other hand the best way i found to see off necrons is conscripts. warriors arnt fearless, and although the have ws4, throw 50 'scripts at them and not much will be hitting back, overrun, chase them away and the dont get back up (unit within 12" and all) also, rough rider sarge with HI hurts like hell for these things.
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Post by lordcastellenjon on May 11, 2008 14:13:21 GMT -5
lol wanna know my tactic plasma plasma and more plasma just had a game and lost 3 guys to a necron army that was actuley a little bigger then mine lascannons plasma cannons and auto cannons seen him away in good order and the good old trusty flash light even took down a wrath
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Post by ssgtdude (M.I.A) on May 23, 2008 11:05:24 GMT -5
Remember that scarabs are under the swarms rule. Which means that template weapons do double the wounds to them so they are an easy target to take out.
AS with most people. Concentrate on what you need to concentrate on to remove things. IF a Monolith gets to your lines he is going to be hitting everything in 12 inches around it so you can do one of two things. Park your men around it, to keep anything from coming through (You effectively have shut down the ability for it to do anything, or move your troops completely away from it so that you can Rapid fire anything that comes out of it.
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Post by lordcastellenjon on May 26, 2008 3:47:11 GMT -5
or just let 6 lascannons pummel the bugger into oblivion that was my trick 1 lascannon missed OO but the monolith went down to a penertration and went BOOM the next turn the guy forefited (his monolith killed nothing dispite lashing out with a total of 15 shoots 10 at my stoormies that were punishing his advance and my HQ squad.... they all survived OO)
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Post by Deleted on Jun 10, 2008 19:06:37 GMT -5
To answer a question from a few pages ago: Necron Disadvantages-
1. No options. Every unit comes as-is, so they are pigeon-holed into their roles from the get-go. The only exception is the Lord.
2. High points. Self explanatory.
3. Only 1 Vehicle. For tread heads, that's a bad thing.
4. Lack of Heavy and Long-Range weapons. You have to slog it out over to the enemy to bring your Gauss weapons to bear, which means you run the risk of being counter-attacked by 18" Fleet armies.
5. Phase Out. They don't have to stand on the objective or kill your commander. All they have to do is make 75% of your stuff go away.
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Post by ssgtdude (M.I.A) on Jun 24, 2008 10:10:42 GMT -5
You do have to understand that in some tournaments there are many missions that ignore the 75% phase out rule.
For the Lith, the lascannon, and Missle launchers are your best bet. Unless you have ordinance to also throw at it.
Once it has been destroyed, you have a nice terrain feature until the army phases out.
The only thing that is more annoying than playing a Cron army is when your opponent starts the borg chanting. "You will be assimilated, resistance is futile."
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Post by Deleted on Jun 25, 2008 14:32:42 GMT -5
We (my play group) have never played specialized missions. Cleanse, Take and Hold, or Assassination are our missions STCs, so to speak.
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Post by Deleted on Oct 7, 2008 16:25:34 GMT -5
There might be some misunderstanding here. plasmas isn't as good as one might think against necrons, since they can still come back. Only shooty weapons with double strength will eliminate them,OR power weapons in close combat. low AP doesn't kill them outright but DOES destroy their armour save. Someone said that Necs' are the guards worst enemy, this is probobly not true. What they gain in toughness and firepower the lose double of in numbers. The warrior can almost only shoot, if they are assaulted by a unit that knows how to fight in close combat the warriors will have a hard time. But remember, simply charging some hardned vets in a 20 man strong squad will only result in a outdrawn loss for you. Power weapons is your friend! But as we all know, power weapons isn't that common in the guard, so just go for heavy hitting weapons and russies. Faith in the emperor, trust in the russ Very true, many necron players (and Guard players on this forum...it appears.) forget that all Guard tanks can easily outrange any 'cron force and pummel it with templates that either defeat it's Ap or are instant death via double or higher strength (so long they keep their range.) the only serious threats to guards are the monolith (ARGG!) and various destroyer units. Killing grunts are what leman russ tanks do BEST.
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Post by Deleted on Oct 8, 2008 17:03:45 GMT -5
I've also found a vortex grenade to the monolith is a great way to sever the balls of your necron opponents army.
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Post by Deleted on Oct 15, 2008 17:32:17 GMT -5
LOL i heard that their is going to be no more night bringer and deciever in the new necrom codex
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Post by Deleted on Nov 2, 2008 22:46:40 GMT -5
Not like we need them. I always thought they were more suited to Apoc play, anyway. The models are awesome, though.
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Post by Deleted on Feb 27, 2009 3:57:23 GMT -5
Actually tomb spiders are pretty useful. they make it so you don't have to keep units within 6"of each ofher for WBB rolls to run. IE if you slaughter a squad in the middle of nowhere, it cant normally get up if there isnt an identical squad next to it. If there's a tomb spider they can get up and be teleported over to the nearest like squad. I think the radius on that is 12".
They also have 5 wounds and can manufacture scarab swarms (though the scarab swarms are locked in the squad with the spyder at 6" move until the spyder dies.)
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Post by kellysgrenadier on Feb 27, 2009 7:50:24 GMT -5
Expensive, elite Necron lists means few warriors. Pile on ordnance and watch him phase out.
Horde-like Necron lists are more troublesome. Pour as much demolisher cannon/lascannon fire into the Monoliths as you can, and force the warriors back through weight of lasgun fire.
If the Lord has a Resurrection Orb, make him a priority. No point dropping those warriors if the b*stards stand up again. - Edit
Keep your distance, too. As far back as possible.
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Post by xorl on Feb 27, 2009 14:26:38 GMT -5
good to know. im gonna have to fight a lot of 'cron and oim not gonna lie im scared. lol
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