Welcome to Librarium Online!
Hi all long time no see!
I've got a game tonight against the new 'cron codex, and having not seen it I'm a bit unsure of what works. Anyone had a game against it yet?
My initial list was a load of sternguard and scouts in LSSs (the latter mainly as they stress out that particular opponent) but it's not got much anti-tank weaponry and is a bit light on troop choices so I need to rethink.
Any target priority suggestions would be appreciated too
I would say to look out for the Doom Scythe and the Triarch Stalker. The Death Ray on the Doom Scythe can be pretty scary hitting everything it touches with Str 10 AP1, and the Heat Ray on the Stalker is a heavy 2 Mult-Melta or Heavy Flamer.
annihilation barges, command barges, and doomsday arks will be common in many new necron lists, they are all av 13 (initially) but 11 at the rear. dont let a doomsday ark sit there and shoot at you, it has a massive range with a S9 AV1 large blast.
and prettymuch everything is I2
I would use assault marines, attack bikes and landspeeders with MM
watch out for renegade command barges trying to kill vehicles with sweep attack, i have no doubt the people will be testing out this cool new move
Get rid of the Quantum shielding as soon as possible so your not facing a large amount of AV13 which im sure the LSS+scouts could help with. Watch out for lord on his flying buggy, most reports iv seen have had them racing around doing fly-byes and wracking up a nice little tally all to themselves
there's a lot to watch out for.
The weakness of reanimation protocols is getting them to fallback and leave the fallen behind, not sure how to do this reliably shooting-wise without IG sanctioned psykers but beating up regular warriors/immortals in cc always seems like a good idea.
Quantum shielding on many of their vehicles is also annoying if you're massing s7 autocannons as only s8+ weaponry can knock out the shielding. In addition, the shielding doesn't cover rear armor, so assaults will resolve against av11 rear.
Wargear to watch out for on Lords and Overlords: Warscythes that are s7 and +2d6 versus vehicles and mindshackle scarabs which try to force one of your guys in base contact with the lord/overlord to attack his own unit (or RAW himself if its an independant character).
An overlord on a command barge can swoop over 3 vehicles and deliver a warscythe attack on each that'll hit on a 4+ (flat out) on each. Luckily, one should be within range to get melta'd or assaulted (though hitting on 6s for that) after such a swooping attack.
Crypteks have various abilities to choose from, the prevalent ones are probably solar pulse, which can force nightfighting on you and maybe tremorstaff which can force a unit to count as in difficult terrain (combine that with the later mentioned c'tan ability).
A whole slew of Special Characters with nasty abilities.
Scarabs are a bit of a threat, especially when backed by spyders for alpha-striking (using the new scarabs to extend forward before moving 6", fleeting, and then assaulting 12"). The amount of attacks backed by entropic strike will tear through vehicles and are very cheap points-wise.
Wraiths have an upgrade to knock who they're in base-contact with down to i1, letting them and the other 'cron elite cc-units strike first (keeping pweapons and such in the 2nd row will help them still go first).
C'tan Shards are fairly tough MCs, and come packed with a ton of options, the two most prevalent are probably gaze of death which will put a large blast template on him with no armor saves to others under it and let him regen a wound as well as another ability that makes all terrain tablewide dangerous for you and existing dangerous terrain tests fail on a 1 or 2 as well. It also explodes d6" at ap1 when it dies, so basically try to avoid cc with it and use those scout snipers to force his 4+ invuln.
And Doom scythes which can deep strike in and then fire their 3d6" line of s10 ap1. just don't group up vehicles to avoid the worst of that. There's also debate on whether it can shoot through combat, which it most likely can. Luckily it doesn't have shields so av11 should be easy to kill after it arrives.
Most of the rest is fairly straight forward to fight against, covered the new things to look out for that have a good chance of showing up. Could probably elaborate more, but got to go, so maybe later.
the command barge makes 3 attacks on 1 unit with sweep attack, it can't spread them over 3 units. The hits are also against rear armour and if the target vehicle has moved it makes no difference on rolling to hit
Keep an eye out for Destroyers. There's a decent chance that your opponent won't field them as they changed a bit from the previous edition (where they were an auto-include unit) and many Necron players now consider them meh or even rubbish. However, the Destroyers' big gun is now AP3 and is arguably better at killing MEQ than it was before. Your opponent probably owns a bunch of Destroyers (most old Necron players have heaps) so if he does go against "common wisdom" and field them don't let him catch your Marines in the open.
I play both Ultramarines and Necrons, and I know that I'd include a unit of four to five Destroyers as Tac Squad killers.
catacomb command barges are really good. they can alpha strike a tank and will probably at least stun it. its not that hard for them to just blow up two tanks especially if they are rear AV ten.
also, watch out for annihilation barges. they will torrent your smaller squads to death and will even be a large threat for the bigger squads if he has taken multiples. on otp of that, they can easily destroy all your light (av 11) vehicles, and it doesnt take too much luck to stun lock your preds and vindis
Oh, and there's anrakyr the traveller. He's a special character who can take control of the guns of 1 tank within 18 on 3+ for his shooting phase (ignoring shaken or stunned). Deadly against demolishers
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