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Thread: Necron tactics

  1. #11

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    With Lords Warscythe's are king, had him detach from his Warrior unit and run into a squad of IG Walker things, minced them and managed to join back in with his unit as they stood there and shot stuff.

    Scarabs for me are so much fun, you can have them running around the board with a 2+ cover save and when it gets to the last turn or so (If they aren't dead) can boost 'em over to an enemy objective, or can run into a unit and hold them there for a turn or 2.

    Destroyers are nice for shooting up units and light tanks, have them shoot up a unit then have some Warriors finish 'em off while you focus on something else. They're also quite tough as well so, like with the scarabs if there isn't much to shoot up, turbo boost onto an objective, which is good because normally people put weaker and more shooty units on them on their own side.

    Warriors, bread and butter really, can cripple tanks, take a punch and with a res orb just makes it funny. Having a unit Deep Strike with a monolith and shoot up some guys is really useful, have them come out near a larger unit and use the re-rolls to WBB from popping in and out of it.

    With Monoliths it really depends on what you're fighting, against stuff like 'Nids have it start on the board and template the fools until they get close enough to have those D6 shots of win. Against stuff like an IG gun line, deep strike and have some guys pop out, perhaps Flayed Ones.

    Tomb Spyders are a good support unit, I'm considering taking a 2nd one. Have them stay in the middle of your force so you can make use of that extra 12inches for WBB rolls, very useful, had a unit wiped out and moved to the other side of the board where they then shot the hell out of Marines. Don't forget, you can run them! Get it towards a tank that's just sitting about and rip it to pieces.

    I'd say you should give Flayed Ones a go, they're really quite useful, even more so if used with Pariahs (haven't actually tried it, but heard it works well). Making units take LD tests on a 7 instead of it's normal LD (unless it's normally lower), then if they fail, hitting on 6's, very nice Wouldn't suggest H.Destro's, they're ok, but, haven't had much luck with 'em. Never really used The Nightbringer, and only used The Deceiver a couple times, normally just stick to Lord's.

  2. #12

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    Quote Originally Posted by Denzark View Post
    Thank you for these comments, it gives me something to mull over. Is there an optimum scarab screen for the lord? As an IC, your furious charging I5 BAs could probably still do him over by targetting enough attacks at him and ignoring the S3T3 scarabs, who will have FNP trouble from all the poxy sanguinary priests!
    I'd be more concerned about them pounding on the scarabs to be honest - that lord on a destroyer body is too durable to be worth the effort. It's easier to just smash the little scarabs into oblivion, soak whatever damage the lord does, slap him (or the swarms if one has still survived) with a power fist just to get another wound on the table, and then win combat by 6. Taking saves doesn't really intimidate a necron player - those robots will just get back up anyway; combat resolution is the real killer. I think the scarabs are fearless, so as long as there's still one base of them alive you're just looking at a bunch of saves... but if they all die, there's a good chance your lord will just be run down.

  3. #13

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    Immortals:
    these guys are one of my favorite unit. they can soak up more shots then any other unit in the codex, and have some quality weapons to boot! to use them well you'll need to get them into a central possion because they only have a 24in range. i've had an immortal squad in cover take fire from 2 viper squad with star cannons, 4 darkreapers with exarch, and 10 man squad of dire avengers. after the WWB i still had eight.

    Flayed Ones:
    out flank, infiltraite, and deep strike. if you are not doing one of these then your are waisting your points.

    Scarabs:
    Sacrabs attached to a destoyer lord are only there to make shure he doesn't get punked with shooting. 4-5 is the optimum number IMO to escort the lord.

    Destroyers:
    Good

  4. #14

    Default Necron 2k army

    Hi, I need some Necron advice. This is my first post. I'm a experienced player, infact I used to work for GW (Newcastle store 2008) but after i finished at ganesworkshop i started my own business and got married so ive lost my grove abit. Also when deciding to do a new army I wanted to do a one I never did before. Necrons and nids are the only armys I haven't done yet... So went for crons, and I'm realy lost and could use some advise.

    First up, lots of people are saying that standard warriors are bad in combat, I don't understand? Outher than the initiative thay are the same as space mariens and thay are harder to kill than deathcompany! I ain't saying thay are combat specialists but that must certainly put up a good fight?

    Secondly, I've done a 2K army list, as follows:

    Lord: gaze of flame, Lightening field, res orb, warscyth

    10 Immortals

    14 Warriors (joined by lord)

    15 Warriors

    15 Warriors

    15 Warriors

    Monolith

    Monolith

    Finally, my original tactic (although it obviously depends on the scenario) was going to be lords unit in the middle flanked by the outher warrior units. Imortals behind my lords unit giving covering fire and the monoliths on the flanks, one pace behind the warriors, removing and redeploying any stuck in combat. Was thinking about leaving one monolith in DS and droping it into the opponents men.

    Let me know what you all think ?

  5. #15

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    Must also tell a funny necron story. Just after the codex was published I played a cron army against my guard. I was almost totally infanty with alot of heavy bolters and autocannons and I had a flyer aswell. He had a lord, two wraiths a monolith and 60 warriors (40 were inside his monolith). I went first

    Guard 1st turn: destroyed about 10 of his crons!

    Necron 1st turn: minor losses to guard

    Guard 2nd turn: flyer was released and detroyed his monolith and the 40 crons inside. His men disaperd!

  6. #16

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    I found a company who make baseing kits that look like ancient greek masks. Let me know if you know were to find them, that would look grate on my necron bases. Thanks

  7. #17

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    Another effective tactic I've seen is to move the Lord up with the scarabs, and then break off before the assault. The Lord attacks a vehicle with a warscythe, and the scarabs go tie up something nearby. The Lord will often die after the assault, but sometimes that's worth it when you really need to kill that land raider or wave serpent.
    Thats what I do, take my Destroyer Lord, give him 4-5 scarabs, turbo boost over near tanks, and then have him go pop the tanks while the scarabs run screens for him or try to dfield another tank.

    My current record is 5 popped tanks before I was taken out. Was a team game (Eldar + Necron vs IG + Chaos). The IG player hates my destroyer lord and devotes heavy resources to bringing him down each game.

    As far as warriors go, they can cause quite a bit of havoc. Ive had mine blow up a land raider (immobilized it and took out its weapons) right in the middle of a narrow gap. The chaos player had a bunch of stuff trying to move behind it, and they were stuck. LOL I think killed off the emerging terminators the next round with another unit of warriors (I run 10 per 500pts), and kill the Chaos Lord in close combat (his daemon weapon causing a wound helped)

    Very fun army to play (I also play Chaos and Eldar) and VERY easy to paint (which I love!). Im hoping for a new codex in 2011 with some nice additions.

  8. #18
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    Best tactic i can give is take 20 warriors, and no more, unless you have 18 pts left over, and nothing to spend it on, in anything less than 2500pts. It is only here and above that i woudl take more warriors

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