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Thread: Necron Tactica

  1. #31
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    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 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?
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  2. #32
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    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).

    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.

  3. #33
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    [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.
    Goodbye Bols!

  4. #34
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    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.

  5. #35
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    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...
    Goodbye Bols!

  6. #36
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    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 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.
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  7. #37
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    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.
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  8. #38
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    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!!!
    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.
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  9. #39

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    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!

  10. #40
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    Quote Originally Posted by ZenPaladin View Post
    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...
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