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hi! it will be a tournament soon up here and many of the players i will face up with plays necrons. i have never played against them but i have seen chaos armys trying to kill em but they have focking ressuruction well i would be happy if someone got any good tip... the game is on 1500pts
Well terminators and obliterators are always good because necrons don't have much to ignore their armour. Necrons are really good at the higher points games such as 2000 and 2500, so thats also a good thing.
I guess I'd bring a bunch of terminators and focus on killing his troops for the phase out.
infiltrating plasma chosen are nice also.
It'll also help to know what you have.
Watch out for those monoliths. At 1500 you might just see 2 of them.
Bring some decent anti-armor, and don't forget about their living metal rule.
Other than that I've never had trouble vs. necrons. Any troop could be good against them. Though noise marines are at the lowest rung of being chosen.
However, if you're thinking of going plasma heavy I'd either get a full squad of chosen with 5x plasma guns or a squad or 2 of PMs. ( Don't forget the fist on the PM champ! )
Otherwise I'd choose either khorne or tzeentch. Choose either depending on what you want to do or dabble a little in both. Khorne for the sweet assault or Tzeentch for those malicious AP 3 bolter shots. Hell, you could use the Khorne guys to help out any Tzeentch troops in C.C.
A defiler for blasting away necrons is always fun.... or 2. ;-)
Oblits. are great with their plasma cannon or lascannon shots.
A squad of raptors with a P.Fisting champ with an I.o.K would be great. Plenty of atks. to dish out.
I'm not sure whether I would prefer a DP with M.o.T. , wings, warptime, and doombolt/wind of chaos OR a lash sorc.
The lash sorc. can be great for luring the necrons into your raptors.... or a pimped out squad of 5 termies with combi-plasma and dual lightning claws. ;-)
The DP on the other hand will scare the crap out of your opponent. Good S, T, W, and I. This badboy re-rolls failed hits/wounds not only for his armor crushing C.C. atks, but also for his doombolt or wind of chaos. O... did I mention W.o.C. allows no armor or cover save?
About the Sorcerer with Lash.. it might be an idea to use Lash to move a unit out of Ressurection Orb range and then plaster it with a Pie Plate or some such.
Best defense against a Monolith is ignore it.
If he Deep Strikes it, plan on it being right in the middle of your troops. You'll only need to worry about the D6 shots at this point. If he decides to deploy it normally, just stay 13" or more away from it. He can lay a nasty pie plate on you, but if he's any good at playing Necrons, he'll never use that, in which case the Monolith is easily ignored.
A major challenge is keeping yourself in combat once you get there. The Monolith and VoD Lord can pull two squads out of combat each turn. Try to extend your combat to include multiple units each charge. This will help prevent him pulling everything out of combat and laying into you with every piece of weaponry he has. Another good point about facing a Monolith is it's signature move of pulling a unit 18" away to it. When a unit emerges from the portal it has to maintain that 2" deployment keeping just about anything in the Necron Army very closely packed for some nasty template weapons. Any sort of Flamers, Blastmasters, Missing Launchers, Vindicators, Plasma Cannons, Wind of Chaos, Defilers, and whatever else you can muster up.
Keeping Necrons dead is the biggest challege. Making them dead isn't too difficult since they're mostly a standard MEQ with a craptastic Initiative. Close Combat you will destroy them but keeping them down with that Rez Orb or Monolith nearby might be difficult. I'd suggest a Lash of Submission as mentioned before to knock that Lord out of range so anything you knock down with your handy-dandy Power Weapons will stay down. The Monolith is only truly nasty if a Rez Orb is nearby as well so if you take that out of the equation, you should be ok. Another tip might be to get some sort of character killer like a DP with Warp Time, Sorcerer with Warp Time, or Slaaneshi Lord with a Daemon Weapon into combat with his Lord(s) as quickly as possible. You knock out his Lord(s) then the game is all but won. Necrons can't hold together without their ability to constantly get out of trouble and get back up.
Best of luck. Let us know how it goes!
Chaos - 55,000+ points
Tyranids - 15,000+ points
Necrons - 6000 points