View Full Version : Necrons Strike back in CC
Dragon Du999
August 9th, 2009, 05:46
As to Kelter Skelters suggestion in my previous thread and the amount of replies brought in about necrons getting owned against heavy cc.
So...
How do you stop this from happening?
That is the question i leave with you players of the Necron Tomb, (and all those with an opinion) to answer.
camarodragon
August 9th, 2009, 06:30
Put them in cover.
Keep a tomb spyder nearby.
Keep a monolith within 18".
CC not that bad if you know that its coming.. you can always prepare for it.
CBrate
August 9th, 2009, 06:48
We have 2 ways of teleporting our 'necrons' and both both of these methods work on models in CC. Abuse it.
CrownAxe
August 9th, 2009, 08:46
Assuming you don't get Sweeping Advanced in the first round of combat, teleport out with the Monolith
KJSparkz
August 9th, 2009, 14:00
Use the Nightbringer with pariahs and flawed ones in front of your warriors,keep a monolith on either side of your army to protect the flanks and to teleport.Use Nightbringer's ability to push enemy units 12" away in their assault phase then pump a whole extra round of shooting into them.Remember to make your opponent take the leadership test on 7 to hit normally in CC when you do get into CC.
CrownAxe
August 9th, 2009, 21:32
You do realize that Nightbringer's ability only works on S3 models?. You can't depend on it to stop combats
Ravendove
August 10th, 2009, 08:57
Get the FAQ. The Chronometron has been changed to provide some protection from Sweeping Advances.
Kelter Skelter
August 10th, 2009, 10:45
So chronometron lets you roll 2 dice when you take the sweeping advance check and discard the lowest?
Unfortunatly this only protects the 1 squad the lord is in
It would seem like in battles with CC heavy armies it would be all about keeping your guys out of CC like the plague.
Take a deciever to head off units charging at your squads, VoD lord, monolith screening and teleporting like there is no tomorrow. then, keep everything at your max range for all your foot shooters (immortals and warriors at 24") so fleet of foot units cant get in close then on your next turn use one of the aformentioned tricks to increase those last 6" between you and the charging squad back up to 24".
iroically it seems like the most shooty units would work the best because they can keep their distance moving backwards while still throwing out the same rate of fire.
warriors seem almost useless because of their limited range while moving.
but also, im no expert someone correct me if im wrong!
Dark Trainer
August 10th, 2009, 16:03
And this is why the DECEIVER rules! He can assault getting 5 attacks always, stay HIDDEN in that assault from shooting in opponents turn, LEAVE combat that turn and move anywhere, re-assault. He's a MONSTER! Add in a spyder or 2, plenty of no save wounds.
Scarabs can help too if you wish to tarpit them, but I tend to want to be able to SAVE my wounds..throwing scarabs in that fight will cause you to lose alot of wounds EASY. My deceiver has done GREAT in all but 1 game (where it missed 4/5 hits every turn).
I also can't tell you how much it warms my heart to DESTROY a squad with his morale check! I've destroyed an Eldar HQ 'artarch' squad, sisters of battle squad holding an objecitve, and about 2 others where they just POOF off the table edge :)
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