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Thread: Necron Tactica

  1. #21
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    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.
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  2. #22
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    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.

  3. #23
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    Quote Originally Posted by Master Bryss View Post
    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...
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  4. #24
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    Quote Originally Posted by Irdion View Post
    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.

    Quote Originally Posted by DarkLink View Post
    'course, I don't think anyone uses mandrakes...
    I do . Every single game. It is such an awesome unit it defies description.
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  5. #25
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    Quote Originally Posted by BuFFo View Post
    Guard are Leadership 8 standard, like most armies. It isn't low. Just, average.
    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
    The objective of the game is to win. The purpose of the game is to have fun. The two should never be confused.

  6. #26

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    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.

  7. #27
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    Hello evry1. You all know that my first post was on the adorable little scarabs. 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 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...
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  8. #28

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    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...
    Last edited by ZenPaladin; 01-25-2010 at 02:09 PM.

  9. #29
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    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.

  10. #30
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    Quote Originally Posted by ZenPaladin View Post
    You can put two IC's in one unit right?
    Yes you can.
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