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Cyberscape7
01-04-2010, 03:32 AM
Hey everyone. I've decided to do a necron tactica- well DUH!!- and how I'm going to do it is I'm goin to post a new way of using a unit every week starting on Saturday and anyone is welcome to challenge my posts request posts and share other tactics.(lets see how often I reallyput up my posts)
Also other than unit specific tactica I will say how to use the army as a whole and how to use it against specific armys, maybe even necrons!
Anyway to start off I'm going to discuss the loveable scarabs. 1st things 1st, try to get a unit of 10. No surprise but they die REALLY easily and you need all you can get. Give the squad disruption fields. Granted they arent as good as they used to be in 4th ed. but you can still immobilize vehicles and wear them down.
Honestly, I wouldn't deep strike with scarabs. Since they can't assault on the turn they deep strike it is pretty pointless(unless its planetstrike) so I would turbo boost them on my first turn. It gives them 2+ cover save and can get them right at the heart of the enemies beloved force were they can keep everyone distracted-muah ha ha.
Well thats the basic scarab tactica. Watch this space for more necron tactics to come.

mstingray
01-04-2010, 05:04 AM
I wouldn't say that a squad of scarabs die really easily, especially if you have turbo boosted, I would hate to have 10 scarab bases that have turbo boosted towards me, because the only way that the enemy can kill them is combat (which will take forever because of the 30 wounds) or use lots of flamers, which many people don't take anymore.
A good thing is to turbo boost right in front of heavy shooting units such as dark reapers or devastators, meaning the unit can try and kill them by shooting (not likely with a 2+ save) or assault them which they'll probably lose the combat.
I personally would never deepstrike them as I find they die too easily without a cover save.

Also watch out for flamestorm cannons they kill scarabs so easily.

Tombworld
01-04-2010, 05:50 AM
Ah Necrons. I have a soft spot for 'em. My First army, I still think their fluff is impressive, and their models great. Flayed ones are one of my favorite models in tha game: Psychotic androids that have gone insane and wear the skin of their victims? It's a wonderful embodiment of the unhinged, dark universe of 40k.

Alas, I hear 'Crons have suffered somewhat in 5th edition, and they always did have some flaws (Restrictive army list, high points cost, units like Pariahs)

Anyway, nice idea. I wrote a comprehensive tactica for The Imperial Guard Forums, and good on you for supporting the metal-heads!

In the tactica, don't forget to mention those funny rules that can affect a unit that are easily forgotten; for example, scarabs are vulnerable to ordnance, but can be generated by Tomb Spyders. And explaining what a unit should be aiming to acheive (Tie up low STR units), and what they need to avoid (Artillery, flamers, power weapons etc.) and how they can do this (Fair enough, turbo boosting is mentioned!)

But good luck with this wee project!

DarkLink
01-04-2010, 08:00 AM
I wouldn't say that a squad of scarabs die really easily, especially if you have turbo boosted, I would hate to have 10 scarab bases that have turbo boosted towards me, because the only way that the enemy can kill them is combat (which will take forever because of the 30 wounds) or use lots of flamers, which many people don't take anymore.
A good thing is to turbo boost right in front of heavy shooting units such as dark reapers or devastators, meaning the unit can try and kill them by shooting (not likely with a 2+ save) or assault them which they'll probably lose the combat.
I personally would never deepstrike them as I find they die too easily without a cover save.

Also watch out for flamestorm cannons they kill scarabs so easily.

And don't ever take them if you're facing Grey Knights.

Chumbalaya
01-04-2010, 09:15 AM
Scarabs are good for tying things down for a couple turns, but disruption fields are largely a waste. Glancing hits just don't destroy vehices.

I put up my own Necron crash course if you're looking for ideas: http://bnhblog.blogspot.com/2009/10/chumbys-nexus-of-necron-nowledge.html

bigrob281
01-04-2010, 11:46 AM
i think they're the best swarms in the game

Chumbalaya
01-04-2010, 11:50 AM
i think they're the best swarms in the game

That isn't saying much :P

karandras
01-05-2010, 05:01 PM
For whatever reason, I seem to have settled into running two squads of 8 Scarab Swarms without Disruption Fields in most of my armies. The squads seem large enough to have survivability but are still pretty cheap at only 96 points per unit. Depending on the opponent's army and who has first turn, I will sometimes leave a unit in reserve and use them to turboboost towards objectives late game. I love tar-pitting and slowly eating str 3 units with my Scarabs. Yum! The models are small enough that in addition to the great turbo boost save, it is often possible to actually deny line of sight when they are in a ruin. Bring on the next unit!

mercer
01-06-2010, 09:37 AM
Scarabs are good for tying things down for a couple turns, but disruption fields are largely a waste. Glancing hits just don't destroy vehices.

I put up my own Necron crash course if you're looking for ideas: http://bnhblog.blogspot.com/2009/10/chumbys-nexus-of-necron-nowledge.html

May as well throw mine in as well :D

http://imperiusdominatus.blogspot.com/2009/09/necron-tactica.html

And C'Tan tactica as well : http://imperiusdominatus.blogspot.com/2009/11/necron-ctan-tactica.html

Feel free to copy any of mine, just give credit and link back to my blog :cool:

ZenPaladin
01-07-2010, 11:59 AM
Anyone ever try taking a 20 man warrior unit? I dig that its basicly asking to be assulted and made to phase out but if your lord is with it with the veil shouldnt you be able to teleport them out of danger pretty easily? It would be semi-tough to kill with shooting and able to put out quite a few shots at short range right?

I mean if you have such a big target on the field at least you know where they are going to be gunning? Might give the rest of your force some openings? Maybe more effective in planet strike and such?

mercer
01-08-2010, 10:27 AM
Do you really want to risk deep striking a 20 man unit which costs 360 points plus the lord and lose it when you scatter?

Cyberscape7
01-08-2010, 01:16 PM
Hello evryone. Thanks for all the feedback from my very first post, I cant believe theres no boo mail(maybe there was but I just ignored it). Anyway since I’ve finished that scarab tactic I decided to move onto another unit that is a must have. The Necron Lord. Like any HQ the necorn lord is either a weapon of mass destruction or a supporter of the other units. The difference is that depending on the upgrades you give him he can be either. For an support lord I usually only use two upgrades, resurrection orb and veil of darkness. It fills up the 100 point limit but its worth it. You can teleport the Necron lord anywhere where your force is weak or dying and keep them alive while fighting off the enemy. As for an assault lord I usually give him destroyer body, Phylactery, phase shifter and gaze of flame. This gives you a Lord that can move up to 24”, has a 4+ invulnerable, has the possibility of healing all three wounds and negates charge attacks from assaulting units plus causes -1 Ld. When it comes to weapons I think that the Warscythe is a must. Im upset now because I gave my assault Lord a staff of light which although shoots 3 S5 AP3 shots and is a power weapon isn’t nearly as good up close. Warscythes don’t let any save through. Invulnerable or cover included!!! Plus they get 2D6 for attaking vehicles. A land raider could fall to a Necron lord like that…
Well that’s enough for one unit. Next week I’ll either be doing Flayed ones or tomb spyders. I’ll let you vote which one you want.:cool:

Master Bryss
01-08-2010, 02:21 PM
Some thoughts:
Using Veil to get into Res Orb range can be risky, take care selecting a Deep Strike point. If you deep strike within 6" of a unit and get bad scatter, you risk your Lord being destroyed or off the board where he does nothing. If the Lord teleports on his own, chances are he'll get shot at.

Don't put down the Staff so much, it's a decent weapon in the hands of a Lord designed to fight off light to MEQ infantry, effectively doubling the Lord's Attacks if within 6", against most troopers

I find the Destroyer Lord a good addition to a Wraith unit, if equipped with a Staff it can help pick off infantry and give the squad more attacks, as well as making it less fragile. If equipped with a Warscythe the unit is almost guarranteed a kill against most vehicles, due to the Wraith's Strength, the Scythe's powers and also the handy 'combat always against rear armour' rule. And since the Wraiths move fast, its less risky than Veil.

Tombworld
01-09-2010, 06:51 AM
"I’ll either be doing Flayed ones or tomb spyders. I’ll let you vote which one you want"

I wanna hear about flayed ones! Psycho, skin-covered robots; what's not to love? Plus, Spyders have been discussed ad infinatum in another thread.

Chumbalaya
01-09-2010, 10:20 AM
There isn't much to Flayed Ones. Overpriced assault marines without fleet or jump packs, no power weapons, a funky Ld effect that doesn't do anything since they never see combat and everyone has high Ld too (combine with even worse Pariahs for a super effect!!). Deep Striking is suicide, Infiltrating/Outflanking means jack since they move like infantry and end up outside of Orb range.

Truly a terrible unit.

L192837465
01-11-2010, 09:43 AM
There isn't much too Flayed Ones. Overpriced assault marines without fleet or jump packs, no power weapons, a funky Ld effect that doesn't do anything since they never see combat and everyone has high Ld too (combine with even worse Pariahs for a super effect!!). Deep Striking is suicide, Infiltrating/Outflanking means jack since they move like infantry and end up outside of Orb range.

Truly a terrible unit.

Tell us how you TRULY fell about them HAHA

mthoward91
01-11-2010, 10:32 AM
There isn't much too Flayed Ones. Overpriced assault marines without fleet or jump packs, no power weapons, a funky Ld effect that doesn't do anything since they never see combat and everyone has high Ld too (combine with even worse Pariahs for a super effect!!). Deep Striking is suicide, Infiltrating/Outflanking means jack since they move like infantry and end up outside of Orb range.

Truly a terrible unit.

Flayed ones are crap. Love the models and the fluff, but to actually play with them is where the love ends.

If you actually pull them out of your case, you are just giving points to your opponent. It's better to take more Warriors or Immortals.

NecronLord3
01-15-2010, 10:17 PM
I disagree. Flayed Ones are very nice in 5th edition. They work great at tourneys as multi purpose disruption units with a few ways of deployment, which is useful when facing different opponents. IMO, the best way to run them is around 8 man squads with an attached foot lord equipped with a GoF and a Warscythe. The GoF not only denies your opponent their charge attack but it also reduces their leadership by 1 making the FO's Terrifying Visage better. Points permitting consider adding a Res Orb and/or Lightning Field. I like to use them for holding objectives early on in the game and waiting for a Warrior squad to arrive from reserve and claim it. Also , they are quite useful for Outflanking(an ability they gained in 5th) or they are invaluable as a counter Infiltrator unit when you face armies with units like Eldar Rangers that get dug into terrain and are incredibly difficult to dig out. FO's can deny your opponent the best terrain to infiltrate into, or assault them inside since they have move through cover. Flayed Ones are even better than your average warrior because they are I4.

Cyberscape7
01-16-2010, 03:07 AM
OOPS!! I'm 9hours late!
Still I have looked at all the hate mail flayed ones have recieved and its obvious you dont want to here about them...
So I'm gonna do them anyway:D
Well as it has been noted, deep striking flayed ones is pointless. To a certain degree I agree However as mentioned by necron lord3 Outflanking is VERY useful not only against eldar but also against tau and the like. Now heres a combo I like to use it requires the Flayed ones:rolleyes: and a necron lord with chronometron. Pariahs also help but aren't nescesarry.
Flayed ones attack and hopefully win combat. If you have pariahs nearby it lowers enemy Ld to 7. Then if they fail their Ld they fall back. Chronometron lets you sweeping advance 3D6 and you will almost always kill the unit:cool:
Of course this isnt the only thing you can do with flayed ones. Depending on the type of game played they can be pretty useful in planetstrike. I do wish that the claws were power weps though:(
Oh well hopefully 5th ed will change that... GAGHHH! Off topic.
Ok ill admit that isnt a lot on flayed ones(partially cuz this is last minute) but I hope people will stop critisising them so much.
Anyway next week Ill be doing the Tomb Spyder.
Until then...

Duke Rich
01-16-2010, 06:05 PM
Personally I find Flayed Ones to be quite useful, usually have a unit of 6 outflank to eat heavy weapons units or a tank of sorts. Tried out the same with a unit of 10 and it kicked ***! Giving them disruption fields is debateable, most of the people where I play that use tanks leave them on there own (or with a heavy weapons unit) so I use it, although it still isn't the easiest way killing a tank.

For a Lord I normally go with: Warscythe, Res Orb, Phylactery, Phase Shifter on my first one and Scythe, Res orb, phylac, Gave of Flame and if I'm fighting a slightly more 'squishy' army, Lightning Field (although I have got the drop on one very unlucky terminator with it :P) Usually have them in a unit of Warriors either side of the board and have a Tomb Spyder floating about in the middle of 'em. The Warscythe does mean fun, I mean, who cares if that Defiler's 3 times the size of me?

With Scarabs, I usually boost a unit of 6 right infront of any of my opponents fast moving stuff, or try to draw stronger/more slow things out of cover (If they aren't in a transport of some description). Don't Deep Strike with them, it's pointless, you can boost them pretty much anywhere, giving them a 2+ cover save, it doesn't really matter that you then can't charge with them, they're pretty much there to die anyway. (Or holding up a unit for 3 turns and then laughing inside as the enemy thought that was awesome)

Master Bryss
01-17-2010, 09:09 AM
I'm also a fan of Flayed Ones outflanking, they can get rid of pesky heavy weapons teams and hold their own quite well against most troops. It's probably best not to give them disruption fields, leave the tank hunting to Wraiths and Heavy Ds.

I liken them less to Assault Marines and more to a more powerful version of Mandrakes, who have a very similar niche in a Dark Eldar force.

Irdion
01-20-2010, 07:01 AM
As my lone Xenos faction being the Necrons, I felt I needed to weigh in here. Flayed Ones are on of the most underplayed units out there, and its very likely both you and your opponent know that. The trick is to put the fear back into your opponent, especially against all the new Guard players with their low Leadership.

A Necron Lord with Gaze of Flame, Resurrection Orb, and Chronometron makes an incredible escort to a Flayed Ones unit. If you stick a Phase Shifter on him he can even help deter some of those power weapon attacks that are sure to hit the unit, as well as partially ignore the Space Marine power-fists and other S8 weapons from instant death-ing your troopers. In combat the Flayed Ones can hold their own, suffering only from low Initiative (possessing a Power Weapon from the Lord). The only trick is to get them there, and the way to do that is by providing enough distracting elements to split up enemy fire (like Immortals, Destroyers, and Monoliths). If you can get the Pariahs close enough for their ability to trigger on the assaulted unit as well, that's basically a dead unit provided you can get them to lose the combat. They also serve as a great counter-charge unit to drop-podding Sternguard or Land-Raider Assault elements that come cannonballing into your deployment zone. Even when assaulted themselves, the Gaze of Flame makes it more likely that your unit of Flayed Ones gets its turn to attack and even out the combat. Terrifying Visage is just a subsequent perk, and I've never had it work for me - so I can;t really comment about its effectiveness.

DarkLink
01-20-2010, 08:09 AM
I liken them less to Assault Marines and more to a more powerful version of Mandrakes, who have a very similar niche in a Dark Eldar force.

'course, I don't think anyone uses mandrakes...

BuFFo
01-20-2010, 11:34 AM
As my lone Xenos faction being the Necrons, I felt I needed to weigh in here. Flayed Ones are on of the most underplayed units out there, and its very likely both you and your opponent know that. The trick is to put the fear back into your opponent, especially against all the new Guard players with their low Leadership.

Guard are Leadership 8 standard, like most armies. It isn't low. Just, average. :o


'course, I don't think anyone uses mandrakes...

I do . Every single game. It is such an awesome unit it defies description.

Irdion
01-21-2010, 03:35 AM
Guard are Leadership 8 standard, like most armies. It isn't low. Just, average. :o

To be fair, when almost every other army and its brother has Leadership 9 or higher almost as a standard it no longer can truly be construed as the average my friend ;)

Divergent Reality
01-22-2010, 11:30 AM
so far there is little new and interesting. its ok for new players who have no idea about necrons. but for my tastes they are pretty lackluster tactics for necron units.

Cyberscape7
01-23-2010, 03:42 AM
Hello evry1. You all know that my first post was on the adorable little scarabs.:p I will be touching on them a bit today as this post is all about the tomb spyder. Now reality wanted me to kick it up a notch with the tactics so I will tell one of my FAVOURITE tricks ever! But as always we'll start off basic.
The spyder can always help your warriors get back up even if the units destroyed so when deploying a unit use the fact they can operate independatly to your advantage. Now another important thing to keep in mind is that it is a monsterous creature. Blow up soome tanks with it!!! If you use it this way give it all claws no particle beam. So that makes a good anti tank model but as for anti infantry, well WS2 doesnt really help it. It can still be one but Im afraid I have no tactics for that use. Now here is my fave tactic. NOTE: I learned of this tactic in one of the forgotten corners of the internet, so I offer credit to whoever made it up. Ok well as u all hopefully know the spyder can spawn scarabs:p Puny little targets that risk injuring the spyder. HOWEVER when the spyder spawns them they get a LOT better. Now the rules of toughness state that the majority of toughness values should be used when inflicting wounds but if there isnt a majority then the highest is used. So you can have a T6 scarab!!! You could even have a second if you had a destroyer lord join the spyder. This helps create a hive guard for your lord and lets you have a formidable combat unit. Well evry1 thats all I kno bout spyders. Next week Ill (if i remember) discuss destroyers. cya soon...

ZenPaladin
01-25-2010, 02:05 PM
For a very slow but potentialy very deadly CC unit two Desto Lords one spyder and three swarms. Thats alota T6 wounds eh?

You can put two IC's in one unit right?

Oh! If its legal go ahead and make a new swarm when ever one goes down to keep the unit up under heavy fire...

Unlighted
01-27-2010, 09:21 PM
Tomb Spyders and Destroyer Lords aren't all that great in CC against anything with even average weapon skill. Against vehicles that don't have a WS they can be wonderful, but good players will be sure to keep such juicy targets out of easy reach. I personally like the idea of a T6 fast moving Lord, but in my experience he tends to do pretty poor for the points you invest in him.

I'm going to retire him and my Spyder for more shooty goodness.

BuFFo
01-27-2010, 09:37 PM
You can put two IC's in one unit right?

Yes you can.

Cyberscape7
01-30-2010, 03:35 AM
W00t! Nearly 1k views =]. Well now all we need is 1000 responses(hint hint) Anyway, I know you dont want to hear about my wishes, you just want to hear all my lovely tactics. I made a BIG mistake last week. I chose destroyers for this week:p You see... I dont know any uber cool tactics about them. So Im sorry but this is going to be a basic summary on how to use them.
Well to start off you need to know the number to use. Personally I go for 3 a squad but if you have the points and models go nuts! Now the gauss cannon. S6 AP4 and 3 shots... Who doesnt at least LIKE this wep. Now back in the good old 4th ed. I managed to blow up a land raider with my lovely unit of destoryers. However because of 5th ed and 'no-new-codex-blues' I would see the destroyeres as an anti infantry unit. Here is one tip I have. DONT PUT DESTROYERS WITH DESTROYER LORD! The lords goin to be gettin up nice and close to chop up the emperor and your destroyers need to be far back. So to sum up this lame post, destroyers units of 3, kill the troops choices, dont put with lord and keep them away from evry1. Well people I am sorry for this fiasco but to make up for it, I will do a post on the c'tan next week. Lets see what we can do with them shalll we?

Unlighted
01-31-2010, 03:24 PM
I'm not trying to pollute your good work, but I'd like to share a few things about destroyers.

They are an excellent infantry killer as has already been noted. S6 shots are also fairly good at forcing Monstrous Creatures to take armour saves. I played a game against Tyranids with a couple of the new T6 W6 Monstrous Creatures and my Destroyers really helped in wearing them down.

Destroyers can also be usefull in popping all those transports speeding around the battlefield these days. Shooting at the front armor doesn't give you much, but if you can get in some side shots or the nirvana of a rear shot (not likely, but possible) those nasty transports will either grind to a halt or explode outright. Once those troops are on foot your less speedy units can deal with them much better.

Destroyers teamed up with with Heavy Destroyers can also be great fun. The Heavy Destroyers can pop transports and then the Destroyers can gun down the passengers. If your opponent is rushing a fully mounted army at you you won't be able to stop them all, but you can force him/her to either split forces to continue the rush or slow down to maintain cohesion.

I personally like to have 5 Destroyers in a group. Its nice because if you lose one you don't have to immediately take a Leadership test and its harder for your opponent to kill them all in one turn of shooting (We'll Be Back). :D

Also at the end of the game you can turbo boost your Destroyers onto your enemy's objective to contest it.

Sorry for the long post, but once I start typing its hard to stop.

Subject Keyword
01-31-2010, 05:12 PM
[QUOTE=Cyberscape7;51876] However because of 5th ed and 'no-new-codex-blues' I would see the destroyers as an anti infantry unit. Here is one tip I have. DONT PUT DESTROYERS WITH DESTROYER LORD!
Never were truer words spoken.

karandras
01-31-2010, 07:25 PM
Nice article. The most interesting and useful advice I got out of it was the very important point of not running your Destroyer Lord with Destroyers. It seems natural to do so, but it is a tactically awful choice!

In standard sized games, I always run Destroyers in squads of 5 to give them increased WBB survivability. Look forward to Ctan.

Subject Keyword
01-31-2010, 08:01 PM
Though it's not the most practical thing to do, I sometimes run a tooled out CC Destroyer lord in a unit of three Wraiths. They're extremely mobile and hit like a train. Scarab Swarms are great smokescreen units for these types of strike teams too.

3+ invulnerable saves make me feel all warm and fuzzy...

Cyberscape7
02-06-2010, 04:02 AM
HI EVERYONE!!! Hope you've all had a good week and hope you have an even better weekend.I think I might go out into town to get myself aa carnifex... anyway thats not what you want to hear. Last week I gave (what I believe to be) a very poor tactica on destroyers. To make up for it I decided to do c'tan this week. So what I'm going to do is split this post up into 3 paragraphs. One for the c'tan in general and 2 for the actual individual c'tan. So here we go nd enjoy-

C'tan in general
Well if you're an active necron player like me, you'll know that the c'tan are BLOODY POWERFUL. For one thing theyre monstrous creatures. Not only that but they ignore invulnerable saves too! So already we know they can be used to completley own that annoying model of your opponents that keeps passing its 2+ super-save. You know the one... Secondly, they ignore terrain. All terrain. Useful when you want to get up close to that pesky HQ choice. Plus they count as having frags when assaulting sumthin in cover. Thirdly if they kill a model with FnP, Bionics etc. all thats ignored. So far it looks like c'tan are an anti-HQ choice. Still there are more powers. If anyone wants to assault the c'tan they have to take a Ld Test!!! Even more useful if you got a unit of pariahs nearby. And as you've probably guessed they are fearless. Now this last power is my personal favourite. If by some miracle the opponent survives the anti-invulnerable, 5wound, superpower that is your c'tan and kill it... The C'tan EXPLODES!!! Unfortunatley this hurts your units too if they standing too close. So, my overall tactic for the c'tan is get them into combat with the most annoying unit your opponent has, wreak havoc with their HQ and-once their work is done- make them EXPLODE!!!

The Nightbringer
Now the nightbringer is by far the best c'tan in combat. He has better Strength, WS, BS, A but not initiative. ?. However your going to spend 360 points on this big boy so its worth knowing how to use him properly. Well since you've got a nice S9 AP2 it would be best to blow up the enemy tanks and monstroues creatres. NOTE: this carnage can also be achieved in combat. The gaze of death is a bit tricky I find. If you are surrounded in close combat by 200 ork boyz(no exaguration) then this will pretty much kill the lot, so its wonderful if you're up against a horde of beasts. The tricky thing is it says partials hit on a 4+. But this is 5th ed. There ARE NO partials, are there? Finally if your opponent is one of those annoying, get in the big scary models way so it cant reach my HQ then you can always use the etheric winds to blow them away. Also since it make the models fall back my fave tactic is to go up to a unit fighting your flayed ones, make em run away and, if you win the argument, your flayed ones will be allowed to seeping advance. Brilliant way to turn the tables of a combat especially if you combine it with the power of a chronometron. So to summarise the Nightbringer, KILL EVERYTHING YOU CAN!!!

The Deciever
Okay the deciever is 60 points less than the nightbringer but it isn't any less powerful. He isn't as combat powerful as the nightbringer but he can still kill every model that comes its way so by all means dont keep him away from the enemy models. Now the deciever, instead of combat strength, has a LOT of powers. The first one Grand illusion lets you redeploy your army. This can be especially useful if your opponent hides all his vulnerable units from your nasty c'tan. Now this tactic is a bit iffy. Since you can redeploy some people think you can take some units that were going to deep strike and put them on the table instead. Im not so sure about this one but if you win the argument by all means. Anyway the deciever also has a power ironically named decieve. This lets you make an enemy take a morale or pinning check (your choice). Wonderful if they have a big shooty unit that is stopping you from adancing or if they have a combat unit thats getting just a bit too close. Best part is, NO model is fearless to this attack. As for assault the deciever can once again make people take Ld tests. However if failed they will only allow the unit to hit on 6s. This unfortunatley cannot affect the fearless but its still useful against the Ork Nobz and what-not. Finally the deciever has a coward tactic. It can leave combat. No questions asked. My tactic with this is catch a unit in combat and hold em up. Get your unit of warriors close by. If the deciever hasnt killed evry1 in the unit, leave combat and let the warriors lacerate them:D so to summarise the deciever, you're going to make evry1 take Ld checks, pee their pants and then as a final act of humiliation NOT kill them with the big scary c'tan but instead kill them with a few tin men.

Well people it is done. This is all I know about c'tan, (at least until the new 5th ed. comes out). So please enjoy and add to this list. Next week Ill be talking about the monolith or as I like to call it, 'The Utterly-Invincible' Until then may the '0's and '1's be with you.

Master Bryss
02-06-2010, 06:29 AM
Indeed, the Grand Illusion thing does look perfectly legal as it never states the unit needs to be on the table, and it can also be used to put more of your army into reserve, in case your units are not needed yet.

The one thing you've failed to cover is how to stop the bleeding thing from getting shot at. Because everyone seems to use melta guns for general tank-hunting, they're fine. If you're in range to get melta'd, you're in range to charge. They'll regret that.

There exists a C'Tan upgrade that gives it a foolproof shield against non-outflanking and slower units, but it's rather expensive. S'called the Monolith. Put one of them in front of or beside your C'Tan, and you can block line of sight easily. If outflanking units come for you, you can use it's Matrix to scoop up nearby units and get them closer to your agressors to shoot at them. And if hordes get too close, the Flux Arcs and Whip will serve you well.

Cyberscape7
02-13-2010, 03:24 AM
Hola seniors + senioritas. Sorry. I've done nuthin but english posts and I felt it was time to include a different language. Anyway for all you loyal fans, I hope you learned few things from the ctan post and I really hope you were able to defeat an army of 5th ed. space marines with them. Muah ha ha.
To continue the theme of completley obliderating evrything I am goin to talk about the monolith today. To start off, I almost always deep strike it. There is no risk of it getting blown up if it ;land on units and, thru personal experience, I have seen the fear in an opponents face when their perfectly square squad is forced to scatter when a giant pyramid falls on top of them. Makue use of the fact that it can tele any necron unit within 18". I mean wouldnt you want your warriors to get out of combat with the termies so that you could shoot them with your heavy destroyers? Particle whip= dead hordes. as said by bryss best time tp use a particle whip/ flux arc is when the opponent has a big horde of weakling all crammed together. BOOM!!!:eek:
Keep in mind, since the monolith is almost invincible it makes a FANTASTIC fire magnet. Even a 6" melta will have trubble. Well I'm afraid thats all I can say bout the monolith (apart from that its made of cheese) so I've decided that I'm going to let the public decide what I talk about next week. Until then
Arrevidenci.

Tombworld
02-13-2010, 07:18 AM
Why does it matter if the melta is within 6"? Nothing affects the Monolith's armour (lances cannot reduce it from all-round AV 14, and there's no way to get additional penetration dice, even for normal weapons that bestow that ability)

As for deepstriking, beware that there are a few races that have units that can hold up units in reserve; for example, the Imperial Guard's Officer of the Fleet. The 'Lith can cause damage, and disrupt enemy plans, or boost your units survivability and manouverability from turn one. Also, its 'automatically shoots stuff within 12"' weapons mean it can act as a massive deterrant to enemy DSers when it advances with the rest of your units. It's the toughest vehicle in the game bar none due to its special rules, so it's safe to have it on the board, and it'll soak up enemy firepower and likely shrug it off, as you pointed out.

The 'Lith WILL have an impact on the game from turn one, either retarding the enemies plans, providing cover for advancing units, providing a back-up WBB roll for necron units that are taking a pounding, or firing off that incredible gauss-whip. That's if it's deployed along with everything else, so I always recommand doing just that! DS'ing the 'Lith is realy only a consideration for me if the enemy is of a sit-and-shoot variety. I want my best stuff on the board right from the off, not sat on the bench!

Don't forget the twin-towers strategy. The Necron army is actually relatively cheap in terms of £ or $, and easier to paint than most too, so you should be able to run two Monoliths without breaking the bank. This will soak up a lot of points, so make sure you have plenty of 'NEcron units to reduce the risk of phase out.

And the tactic to employ when you have two nigh-on indestructible units that buff your forces to no end, and are a threat to EVERYTHING the opponent can field is simple;
1) Field your deadly force
2) Advance
3) Smack the enemy round while laughing like a crazed, power mad evil genius!

DarkLink
02-13-2010, 01:37 PM
Anyone ever try taking a 20 man warrior unit? I dig that its basicly asking to be assulted and made to phase out but if your lord is with it with the veil shouldnt you be able to teleport them out of danger pretty easily? It would be semi-tough to kill with shooting and able to put out quite a few shots at short range right?

I mean if you have such a big target on the field at least you know where they are going to be gunning? Might give the rest of your force some openings? Maybe more effective in planet strike and such?

Unless they get sweeping advanced and instantly killed...

Cyberscape7
02-20-2010, 05:32 AM
Wow... A LOT of requests. But majority rule I'm afraid and this week we will be doing nothing! Honestly people. Well I'll do my best.
Now 'Thin air' is by far the cheapest unit in the game. Unfortunatley there isnt much you can do with it. It has no skills except infinite (<><>) wounds and is a troops choice. Therefore I suggest you hold objectives with it...
Well I hope you all enjoyed this weeks post, I'm starting to get a bit rusty I think. So once again, please REQUEST WHAT MODELS YOU WANT TO HEAR TACTICS FOR!!! thank you and good day:D

Master Bryss
02-20-2010, 05:34 AM
Immortals will do nicely.

EDIT: Because Thin Air is a non-scoring unit, its best hope is to try tying up enemy heavy weapons teams. Its infinite movement will help you here, although you'll need to buff it with Furious Charge as it has a base S of 0.

Cyberscape7
05-19-2011, 09:59 AM
Its been a loooooooooooooooooooong time(how have you been?*) since I saw this thread. Gotta say not much I can do for it, being that necrons are soon to be updated, but I have a duty to abide by. So instead of saying how to use current Immortals (as requested by Master Bryss) I'm going to say how I think they should be used in the next dex. Right so, apparently, they will be troops. For this reason, plant them on an objective close-ish to enemy lines. If they're still a mid range, strong ranged unit, pummel the foe with them if they get too close.
Well another successful tactic I think. Next up Tomb Blades, so we'll have to wait a while for GW to release the dex :D So GW, don't dissapoint us (or I'll make you wish you could die...*)






*If you can tell me what these things are referencing, I will give your Hogwarts house 100 points.