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I am a former IG player.
I've been playing WH vs Necrons, and doing pretty badly. WH are ill-designed to go against Necrons, especially once the 'cron player gets used to WH tricks. When I do win, it's only because the mission-type was easier to accomplish.
That aside, I do have a good 4000 points in IG that I'd like to make a custom list to go against this Necron army so that I can at least have a competitive game.
I had a few thoughts to start with, and I'd like to hear what any IG players might have to say.
1- Slave Levys. Simple. In fact, it's almost like having the WBB roll, but much cheaper.
2- Schaeffer. I can think of at least 2 basic configurations that might do a number on a 'cron army:
a) 4 or 5 dropping squads each with a democharge.
b) several Schaefer heavy weapons squads bulked up on heavy weapons shooting from cover.
That's about all I have.
But instead of scratching my head for hours while evening out the points total, I wanted to bounce these ideas off some IG players who might have met with success vs Necrons. I'd like to hear about what experience has taught them.
Who has beaten a lot of Necrons?
The Emperium needs you.
Ok, thats technically two but you see my point.
From my experience with playing Necrons with Guard, you wan't to take as much infantry as possible. (make sure you don't take heavy weapons in your infantry squads - it'll become apparent later) and line them up.
The necrons will not try to outshoot guard, as that's impossible. he'll trudge his way up the field getting shot and shooting back. Once he get close to you, move all your infantry forward 6" and let loose.
If anything survives this, you can tie them up in CC with loads of men.
Anyway, your idea of Slave levys could be a good plan. There will be far less casualties, although against Necrons it's probably more worthwhile taking Carapace armour, as because they have AP5 guns, it's ignoring your armour anyway. Then you can take other doctrines for your guys, like Sharpshooters, which REALLY helps heavy weapons.
Col. Shaeffer is cool. 5 squads with Demo charges would certainly cause havock in his army, so that's probably a good plan.
Does he use a Nightbringer? If not, kudos to him. An original Necron player, and if so, ignore it. Use a squad of 10 men, with a command squad behind so they don't run away, and tie it up. send another squad in if necassary, but don't let it get to your useful units, and don't bother wasting Lascannon shots at it.
a friend of mine plays necrons, and it's just about the bane of my existence
watch out for the lord using the veil of darkness, and if at all possible, try to make your army have a back up plan. You see, pie plates make necrons cry, but gauss anything makes vehicles cry, a catch 22 to end all catch 22's. For example, I usually take 2 bassies and a russ, and then he usually tries to teleport next to me and tickles my basilisk to death (usually he brings a squad of immortals and plops them next to the basilisk and causes about 3 glancing hits, which usually winds up disabling it for at least a turn) with that having been said, here's what precious little I can tell you:
Necrons are tough as all hell to kill. A lasgun, even if does miraculously land a hit, and then by the grace of whatever god it is that hates your necron foe you land a wound, he will probably save. If he somehow fails the save, he's then got a 50/50 chance of simply standing back up next turn. You MUST find ways to nullify not only his save, but also his ability to wbb roll. Power weapons, power fists, ap3 weapons and ordinance work fairly well. Rough Riders with lances could eat most anything the necron codex has to offer (except the damn monoliths and c'tan) with ease, as they count as having a power weapon and s3 should always cause a wound. I've been told that a squad of ratlings works well as a c'tan killer, but my friend doesn't like c'tan, and I don't like ratlings, so I don't know.
If he takes c'tan or monoliths, I say ignore them. If he's got either (or both) that means he has fewer necron warriors on the field. Target them to the best of your ability and try for a phase out.
Also, despite necrons being tough, they're very slow, and unless there's something egregiously wrong, you should always hit first in close combat. I know, I know, guard suck at cc, but the ability to hit first could make all the difference. Perhaps a tooled up command squad with a power weapon, and advisors with power weapons could frag a few 'crons before they inevitably hit back (and probably kill you). You are going to be at a major disadvantage man for man in cc, but if you can possibly sweeping advance the squad, they shouldn't get a wbb roll unless the use a monolith to teleport them. (which means the 'lith can't teleport anything else)
Also, necrons don't have ordinance. Take a mass of guard squads, line them up, (close order drill) set up a heavy weapon in each and maybe a few 'nade launchers and shoot the crap out of them when they invariably try to move in, and then when they do charge. It's not much, but that's the best I can offer you. Oh, and where possible get in some cover, because necrons laugh at guard armor saves.
Last edited by Ubernyaw; November 28th, 2005 at 18:59.
"And any man who comes through this fight mostly unharmed will be my sister! It'll be free frocks and jollies for ever, you'll see!"
- Rome: Total War
9th Black Watch (Imperial Guard) 4000 points
Red Corsairs of Khorne 2000 points
Space Wolves 13th Company 2000 points
I agree with both posts above, mostly I would stress the leman russes. As for the slave levies, that seems like a great idea as they have feel no pain which is a great assest. I was wondering if it was poissible to combine both carapace armour and slave levies (I can't remember since I don't have the WD issue with me at the moment), as this would produce an save against the standard necron warrior a little better statistically than power armour.
When fighting Necrons, I'd recommend taking Grenadiers so you can really skimp on the troop choices-2 small Grenadiers squads with Meltaguns, that's it.
Here's an army outline I'd field:
-2 Missile Launcher Teams
-2 attached Anti-Tank Squads, with Missile Launcher Teams
2 5-man Grenadier squads with 2 Meltaguns and a Vet. Sarge with Power Sword
2 10-man Rough Rider squads, with Xeno Mounts, Lances, Vet. Sarge with Power Sword, Carapace Armour (A unit capable of charging entire squads into submission. I mean it.)
3-Sentinal squadron with Lascannons
Leman Russ-Hull Heavy Bolter
2 Heavy Weapon Squads with Missile Launchers
Here you have an army loaded to the teeth with AP3, S8 and 9 weapons that will splatter a Necron so it can't get up, and a pair of powerful CC units. Start off targetting the heavier Necron units with the Heavy Weapons-destroyers and the like. Once they're gone, try and get the lord ASAP. Keep the Rough Riders away from combat until they get a GOOD target-like, say, a full unit of Warriors. They can potentially kill an entire unit right there-20+ attacks that ignore armour saves and a bunch of backup attacks from the Xeno Mounts. Plus, with Xeno and Carapace, these guys are running around with a 3+ save.
I went light on the vehicles for the obvious reason that every Necron can potentially kill one. That, and you can screen the HW sqauds behind the rest of the army.
Burn the land and boil the sea. You can't take the sky from me.
Member of the Canadian Clan, eh.
Mech Tau Cadre: 2000 points, needs paint and magnets.
Paladins of Avalon (SW):-1500 points, needs paint.
Good stuff so far, thanks guys.
I'm still thinking that Slave Levys would work pretty well because
1. So what if no Carapace. They ALWAYS have to move like in difficult terrain, so that's where they will spend the entire game, and will always get a save when in the terrain.
2. "Slow and purposeful" not only means that they can fire heavies while moving, but it also means that they can shoot Rapid-Fire weapons as though stationary, PLUS they can even charge after firing the Rapid-Fire weapons (found on p. 36 I believe).
This adds nice value to Plasma, giving it an effective range of 25"-30".
That's a nice little boost, though dangerous.Sorry. Absolutely no other doctrines may be taken. And they can't be Veterans, either.I was wondering if it was poissible to combine both carapace armour and slave levies
Actually, the monolith is worth taking out. It contributes to his successful WBB rolls so smoking is worthwhile, also that gauss arc can really start to sting if he deepstrikes it in the middle of your lines.
... only triumph could turn pooing his pants into a good thing..
Yes the monolith can be a problem, but as powerful as the guass arc seems it tends to not actually kill all that many guardsmen per turn as you would expect. In truth though if you knock enough down for phase out then you won't need to worry about the Monolith's WBB enhancing ability, although you might want to send a couple of lascannons per turn it's way just in case.
That guass arc is hell, especially when it is targeting 4 units and a basilisk a turn. Anyway, killing it also cuts down his manouvreability which is something he'll be trying to play against you as he can't outshoot you.
If he loves his monolith it will be worth killing just to see his face. :tongue:
... only triumph could turn pooing his pants into a good thing..
I do agree with that Triumph, I remember a kid who used to brag about his unkillable monolith and would be a sore winner when he beat the begginers. So I challenged him with my guard, and one demolisher shot later (he deepstriked it and I had a double mystic Inq lord next to the leman russ) it was nothing but a lump of smoking living metal. Then I proceeded to mop the floor with him, moral of this story don't be a sore winner as there is always someone better than you.
Actually that reminds me, why not use the double mystic combo next to one of your tanks? That way if they deepstrike anywhere near the inquisitor lord or inquisitor they get blown away by a nearby tank or uber firepower unit.