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Thread: Necron Tactica

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    Bearded Ninja Arklite's Avatar
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    Well after a lot of free time I have thrown together a tactica from stuff I’ve read on Web Sites and my own opinions and ideas
    Necrons have always been regarded as cheese generally most players don’t understand their weaknesses, being very vulnerable to Monstrous Creatures, Units with Power Weapons (including Fists, etc.) and units with rending weaponry (Tyranids and Assault Cannons) there are many armies with such units, while others prefer to have extremely power ranged weapons who quite nicely just blast the Necrons into metallic slag (Eldar Starcannons come to mind). With the standard trooper costing more than some armies elite units there will be a lot less Necrons than almost any other force will out number you, and some may even outnumber you 2:1, or even 3:1!
    With no further ado, I’ll begin the tactica.
    LORDS OF THE ROBOTIC FORCES (AKA necron lords)
    The Necron Lord is the obvious place to start when picking a Necron force. He is the only character available to the Necrons, acting in a dual role as the army's leader and the only model in the army able to perform a dedicated assault against an opponent. Because of his cost, most players only take one. Taking two Lords opens up a wide variety of tactical options for you, but you should only take two if you have 1000 points or more to work with.
    The Lord's power weapon (the Staff of Light) gives him tremendous assault capability. This is especially useful against Space Marines and other troops with a good armour saves. The Lord's Strength 5 and three Attacks allow him to take on multiple models that have a decent Toughness as well. If you use your Lord in this role, it might be worth it to give him a 'retinue' made of Warriors, Immortals, or Pariahs, who can throw in their own attacks in an assault.
    Maybe you want your Lord to act in a more defensive role, preventing assaults from tearing a hole into your battle line. In this case the Gaze of Flame is a wonderful aid, as not only does it deprive your opponent of their extra attacks from charging, it also temporarily reduces their Leadership by -2. The threat of this item can sometimes be enough to make your opponent think twice about assaulting your units. But don't limit yourself to using the Gaze in a defensive role; it is also useful when acting in an offensive role. If you calculate your assaults correctly, you could very possibly break even a Space Marine squad with the -2 Ld and destroy them in a ‘Trapped’ situation.
    The next item of Wargear for your Lord, and the one that people turn to most, is the most expensive, yet also the most useful. The Veil of Darkness opens up many tactical options for your army. This piece of Wargear allows your Lord and any one unit within 6" to move from one part of the battle to another using the Deep Strike rules. You can use this to move troops out of an assault, allowing you to remove your from an assault that isn't going their way. You can also use it to move a unit to an advantageous firing location, or to move between high ground in an effort to catch your opponent's troops wherever they go. With the Veil, there is really nowhere on the battlefield that is safe for your opponent's units. One thing is certain, though: Once you use this item and reveal that you have it, your opponent will start firing everything he can at your Lord. Once again, it's very useful to give him a ‘retinue’.
    The Nightmare Shroud is a nice bit of gear, especially if you feel your Lord is in a tight bind. Forcing close enemy units to take a morale test can cause some real problems. For maximum nastiness, pair this piece of Wargear with a 'bodyguard' unit of Pariahs. Then you'll be forcing all nearby squads to take a Morale test on Ld 7 (at least!) making it even more likely they'll fail!

    The Phase Shift is your basic invulnerable saving throw for a character. You can only take one, so if you do, put it with your most important Lord.

    The Phylactery allows a Lord to regenerate with up to three wounds instead of the normal one, depending on the results of a die roll. It is no small exaggeration to say that this is a useful piece of wargear to give all of your Lords.
    The Warscythe is a wonderful close combat weapon that will make a mockery out of any model(s) your Lord assaults in close combat. It allows no saves of any kind and can easily rip apart light vehicles, and gives you some chance to take out heavier vehicles. However, it also strips your Lord of his ranged weaponry from the Staff of Light, so consider whether this will be a problem for your or not.

    The Chronometron is useful if you want your Necrons to make sweeping advances or fall back moves faster that they would normally, but otherwise you should save the points for something else.

    Buying a Destroyer Body for your Lord gives him some nice bonuses, but isn't cheap. Your Lord becomes Toughness 6 and cannot be Instant Killed by normal weapons (watch out for Wraithcannons, etc).He gains the ability to move like a jet bike as well. But an often overlooked ability granted by this upgrade is the ability for the Lord to join units of Destroyers and fight alongside them. This makes an even tougher unit that put out some nasty firepower and stands a very good chance of withstanding any assaults, and possibly even launching a few of its own.

    The Lightning Field is a nasty little trick for your Lord if he's going to be in close combat, and even better if he joins a unit. You might wonder what good a few extra S3 hits would do in an assault, but the results can be quite useful at times, giving you the extra one or two kills to send an opposing unit packing and on their way out. For example with a 10 strong scarab swam with the lord that comes out as 33 wounds (ouch)

    The Resurrection Orb is great for keeping other Necrons going, but it's also expensive. This becomes an expensive model, but the difference it can make on the battlefield is sometimes worth it. If it's too expensive for your tastes, however, I'd suggest investing in another Tomb Spyder or monolith (even though it expensive it can work a little better sometimes).

    The Solar Pulse is an item that far too many people question. It is very useful in a Night Fight, removing the night rules for your turn, which will allow your army to bring its full weight of fire to bear on the opposing army. Outside of a Night Fight, the Sonar Pulse is also useful, because for a turn it will force all enemy units to use the night fighting rules if they wish to fire at the Lord and his unit. This can protect them from some major firepower at times.



    NECRON UNITS
    Necron Warriors
    The first unit people turn to when selecting a Necron force should be the Warriors. They are your only Troops choice, and will form your main battle line. Many first-time Necron players only take two minimal squads of Warriors. They may not seem like much at first glance, but on closer inspection they are a terrific tactical unit! Warriors have the staying power of Space Marines combined with the ability to 'regenerate' if they are taken out by a shooting or close combat attack.
    Even though Warriors are not able to take any heavy weapons, they are still useful against heavy vehicles and models with high Toughness and armour save. With enough shots, you will be able to score one or two Glancing Hits on any vehicle, and this will at the very least force it to give up a turn's worth of shooting, and may well destroy the vehicle entirely! Add to that the ability to wound any model and go straight through its armour on a to-hit roll of 6, and you have some pretty good 'heavy weapons' without paying the extra points for actual heavy weapons.
    Necron Warriors do not seem all that good in an assault when you look at their stats. After all, they only have Initiative 2 and no close combat weapons. So how good can they be? Pretty decent actually, even though they may strike last most of the time, there are few things that can down a Necron Warrior. You are virtually guaranteed a chance to strike back, and with Strength 4 you'll be able to hit back hard. You can even chance assaulting some units with your Warriors, giving you an extra Attack. This would be a nasty surprise for your opponent, since very few people expect Necrons to assault. When acting as a retinue for a Necron Lord, the threat to your opponent’s units is even greater. The Lord's extra attacks will come in handy, as will any Wargear he might have.

    Fire Support Units
    Immortals are a wonderful unit, if a bit expensive. They are able to put out more fire on the move than the Warriors, with the benefit of it being S5 with an AP4. Their Toughness 5 lets them take more hits than Warriors, too. As far as tactical roles go, they are effectively toughened Warriors that are able to keep up their firepower on the move. They can be used in an assault role in much the same way as Warriors, in which their extra Toughness will shine through as they take the hits and keep standing.
    Immortals make a good retinue for your Necron Lord. Their Toughness allows them to soak up more firepower, and their heavier guns will allow them to neutralize most threats to the Lord. The Immortals can also serve to 'soften up' a unit before the Lord and the Immortals assault, making it easier to break them. This can be very useful, especially when faced with large groups of Orks or Space Marines.

    The Destroyer is the Necron’s answer to attack bikes, with the added bonus of being a jetbike. Destroyers can have many roles in your army. They can act as a mobile reserve, plugging up gaps in your army when any of your units fall to enemy fire or assaults. They're also very useful for last minute capturing of table quarters.
    By far, the most notable role for Destroyers is to hunt down enemy vehicles, as they have the only really heavy firepower in a Necron force, especially the Heavy Destroyers with their Heavy Gauss Cannon. Even the mighty Land Raider can fall prey to a squadron of Destroyers, with three shots per model. Don't forget that the Gauss Cannons are also useful for going after troops as well, with their Strength 6 shots. Within just one shooting phase, a unit of Destroyers backed by a unit of Immortals can destroy almost any unit your opponent can take.

    Close Combat Units

    Pariahs are not a tempting unit to take, since they don’t have We’ll Be Back, but they do have some good points. Their phase weapons will go through any armour, they are quite tough, they can fight a round of close combat and expect to come out on top against practically any unit in Warhammer 40,000, and their Soulless abilities can help to disrupt the enemy lines. Pariahs should be used in a group of five in battles up to 1500 points, to save more points for Necrons. These "minimal" squads are easily survivable if you keep them in cover or behind intervening terrain while getting to your opponent's lines. Pariahs will easily return their points value against Space Marines (especially Terminators), Dark Eldar retinues, and some of the nastier close combat units in the game. However, past that, it's a moot point to take them. Tau and Imperial Guard are pretty much easily beatable by the other units in the Necron army (with the exception of the Tau Battlesuits), and will contain numerous weapons that could well tear apart your Pariahs with their firepower before you get a chance to return their points value. These two armies also aren't affected as much by the Pariahs' Soulless abilities, which are a great boon against Space Marine armies and other armies with higher Ld. You can easily get a unit to flee that otherwise wouldn't, especially with assaults. Pariahs are also useful for hunting down enemy psykers with this ability.

    Flayed Ones are quite useful for taking on opposing units in assaults, with their two attacks. You'll need to use their abilities of infiltration to get close to the opposing army from the start of the game, however, so they don't have to slog it out on foot or rely on a Lord. If you have Pariahs in your army as well, let them handle the tougher units while the Flayed Ones take on the lighter units, which would be very easy for them to take out in an assault. Flayed Ones are on par with Space Marines as far as stats go, so they are definitely ably to hold their own in a situation. Just remember that they have no ranged weaponry, and so they'll need fire support from the rest of the army.

    Wraiths are another specialized close combat unit, able to float directly through terrain. They have many attacks and a high Strength and Initiative, but beyond that don't count them for too much. Wraiths are able to tear up lightly armed and armoured troops, but against dedicated assault troops they may fall quickly due to only having one wound. A 3+ invulnerable save can only go so far, but if you keep a Tomb Spyder around they'll be able to heal most of the time, since they will always get the We'll Be Back roll. A Tomb Spyder could also provide you with some Scarab swarms to help deal with a tough unit. Use terrain to block line of sight to your Wraiths until you get close enough to launch an assault, then use the Wraiths' ethereal abilities to move straight through the terrain and attack opposing units. If possible, consolidate back behind terrain after an assault.

    Other Units

    Scarabs are pretty useful for two things: wearing down tanks or tying up enemy units. The first they can only do by purchasing disruption fields, which isn't so bad with their three attacks, giving you roughly a one half chance of getting a Glancing Hit on a vehicle. Otherwise, they can tie up pesky units in close combat with their multiple wounds. However, this leads to a possible third option. Scarabs aren't exactly pushovers, and may well be able to assault Imperial Guard, Tau, and possibly even Dark Eldar Warriors with a chance of success! One thing Scarabs are useless at, however, is screening your Necrons. They are far too small, and with them taking double hits from blast weapons they will shortly be worn down by enemy fire. Also, as with Destroyers, Scarabs act as jetbikes. This allows you to move them quickly, getting them in behind your opponent's units. They can then perform Crossfires, taking out any units that fall back to your firepower.

    Tomb Spyders are pretty awesome, in my opinion. They can repair close Necrons or create more Scarabs that join them in a unit. To use them as a mobile repair, you'll need to keep them close to your Necron units. When creating Scarabs (which you should only do if there are no damaged Necrons in range), watch out for how many your create - over time, that 1 in 6 chance of a wound will creep up! It's worth it to invest in a particle projector, as it will give your Tomb Spyder some ranged firepower. Being a MC is great, because it allows your Tomb Spyders to be in the thick of it, fighting alongside your Close Combat units such as Wraiths and Flayed Ones. Remember, though, that if the Tomb Spyder is in base contact with an enemy model, it cannot create a Scarab swarm.

    Monoliths are the central beauty of the Necron army, and can be a horrendous harm as well. The Monolith is extremely hard to take out with its Living Armour and AV 14. It allows you to Deep Strike close units back to it, or have units enter the game using it as a Reserves table edge. Its particle whip is murder on vehicles and heavily armoured troops that get too close, and its gauss flux arc will prevent anyone from thinking of getting within 12" of the Monolith (and should they try it once, they'll soon regret it!). The Monolith should basically be your "mobile command station", moving Necrons about and bringing them in from Reserves while floating slowly about the table. With all these advantages and abilities, how could someone call it a curse? With the high points cost of the Monolith, weighing in at a hefty 235 points, that means far less Necrons for you in your army, and so you are that much easier to force a Phase Out on. This can be helped somewhat by its ability to allow models teleported through it to re-roll failed We'll Be Back rolls, giving you back a few Necrons that you may have otherwise lost. So if you take a Monolith, make sure it's in a game of 1500 points at the bare minimum, and never forget to use all of its abilities during a game.
    THE MOST IMPORTANT RULE

    The Necrons have a unique problem while trying to complete a mission's objectives. They will 'phase out' if you lose 75% or more of your Necrons, regardless of whether you are winning or losing at that point. This will cause you to lose the mission without any chance of success, even if you're holding three table quarters in a Cleanse mission and your opponent has none.
    The most important rule of fighting with Necrons is one I cannot stress enough. Do not let your Necrons get killed! By this, I mean all of your models that have Necrons in their rules - Warriors, Lords, Destroyers, and Flayed Ones. Don't abuse these guys, because if you let 75% of they get killed, your entire army disappears, including all non-Necron units. And the more non-Necron units you buy, the fewer of them you have, and so the easier it is to force your army to Phase Out. Remember this always when creating an army list or playing a game. C'tan, Monoliths, and such are all great models with wonderful rules, but they will weaken your army at the same time they strengthen it. Don't give in to that temptation!



    NECRON TACTICS

    The Tactics used by the Necrons are pretty much straightforward, with a few twists. Your basic battle plan is to use your Warriors, Immortals, Destroyers, and other firepower based units to provide covering fire to your Flayed Ones, Pariahs, and Wraiths. By concentrating firing and assaulting on just one or two parts of your opponent's army at one, you can cause a lot of damage quickly. This is the way to go with Necrons.

    But there are some nasty tricks you can use. Necrons are an army that has a lot of ways to get around fast. Wraiths move through terrain, and can pounce on an unsuspecting unit. Flayed Ones teamed with a Lord equipped with the Veil of Darkness can teleport practically anywhere, though this can get a bit tricky, as they won't be able to move in the turn. All the while, your Monolith can summon new troops and pull other units back toward it. Use this teleportation to your advantage, but don't let your army get too scattered. Keep the elements of your army close together, so that they'll be able to support each other. A scattered army is a defeated army, as each element is surrounded and cut off from the other, then eradicated by overwhelming force. Don't forget, even though you cannot teleport the same unit twice in one turn, that doesn't mean you can't combine teleport methods spread out between two or more turns. For example, you can Deep Strike a unit onto the table, perform an assault or fire at an opposing unit, and then use a Monolith to teleport them to safety in the following turn.

    Don't forget to protect your basic Necron units. They are the most important models in your army due to the Phase Out rule. You may consider it to be quite horrible advice, but I believe that you should always think of Scarabs as expendable in the event that you have a chance of losing some Necrons. Scarabs aren't cheap, but their loss will cause less of a blow to your army than the loss of a few Warriors or Immortals, or even a lone Destroyer. Survivability of the Necrons is key to the Necron army; if you fail to protect them, then all of your other brilliant tactics are wasted. Let the movements of your Tomb Spyders and any Lord equipped with a Resurrection Orb be dictated by where their regeneration abilities are most needed, not their fighting abilities. It is far better to lose a single shot from a gauss cannon or Staff of Light than it is to lose three or four Necrons that could have been saved.



    Deployment

    Deployment for a Necron army is pretty tricky. I suggest deploying all of your fast units on a flank, behind cover that blocks line of sight. This includes your Destroyers and Scarabs, as well as any Destroyer Lords. This will allow them to run up the side of the battlefield without taking too much damage from enemy firing, until they can get in range to deliver their own return firepower or launch an assault.

    Necron Warriors should either be held in reserve, or placed on the table in a rough battle line that can provide support to other units as well as any other part of the line. If you want to hold some units n reserve to call upon (say, with a Monolith), only hold back a few. Deploy the majority of your Warrior squads on the table at the start of the game. Whether in a single long battle line or two groups that can provide support to two different parts of the battlefield, it is better to have their firepower from the start.

    Assault units are a bit tricky. If you have a large group of them, I would deploy them relatively close together as far toward the enemy as possible. A small group should wait for supporting fire to whittle down the enemy. Wraiths can either be placed with Pariahs and Flayed Ones, or deployed with your Destroyers and Scarabs to aid them in any assaults they might come into.

    If you have a Monolith, it should get a nice centralized position that gives it protection from some form of cover (for ‘obscured’), while still allowing it to effectively call in reserve units and fire its weapons. It never hurts to give it a support unit or two.



    Pesky Annoyances

    There are some units or models that will cause you no end of trouble if you aren't careful. But if you have a plan to take them out, they'll be little more than pesky annoyances.

    First and foremost are Dreadnoughts and Wraithlords. The simplest answer would be to either avoid them or fire a few heavy gauss cannons at them. Failing that, never forget that your average gauss rifle is a very handy weapon indeed! Fire enough shots at a Wraithlord, and you will bring it down. On average, it will take fifty-four shots to bring down a Wraithlord with gauss rifles. But if you don't want to fire that many shots at it in one turn, remember you don't have to. It moves forward at a not-so-stunning 6" per turn, allowing you to riddle it with shots each turn. Dreadnoughts are much the same. Remember that a crew stunned result is just as good as destroyed for a turn, so if you can't spare the firepower on a Dreadnought and you have it stunned, move along to more dangerous targets.

    Vehicles should be handles in the same manner as Dreadnoughts above, but more emphasis can be place on vehicles with multiple weapons or transporting troops. Fire upon these vehicles until you have them at least either shaken or stunned, preferably destroyed or immobilized (when it comes to transports, this isn't much further from destroyed; it also means such a vehicle is incapable of counting in a Cleanse or similar mission).

    Assault troops can usually be answered with your own assault troops, but what about power weapon wielding units, or units with heavy close combat weapons such as choppas or chainaxes? These should handled at arm's length, or further! Fire your rifles at them with steady concentration, reducing each unit to ineffectiveness before moving on to the next. Once you have them down to a more manageable size, you can also send in your own assault troops.

    Heavy weapon squads should also be prioritised, especially those with multiple shot weapons such as heavy bolters. Fire at them with everything you have until they go down. Do not ignore them, or you will regret it later!



    Suicidal Scarabs

    Scarabs are the cheapest models in your entire army, and yet they are still some of the toughest to take down. With multiple wounds and attacks, Scarabs can hold up an enemy squad for at least a turn or two. A 60 point unit of Scarabs has 15 wounds, and is actually quite cheap compared to the rest of your army. These units can, and sometimes should, be used to launch a quick assault on a squad in your opponent's army that presents a major threat to the rest of your army; for example, a squad of Devastators or assault troops, especially as they're fearless. When you feel that a squad is becoming too much of a threat and you can't spare any other units to take care of them, a unit of Scarabs makes a great hold u p.



    Teleporting Fire Support

    Sometimes you'll want some fire support for your Pariahs, but the closest unit is too far away. This is where your Veil of Darkness comes in. A particularly favorite trick of mine is to move my Pariahs into assault range, then teleport a unit of Warriors or Immortals close to the unit they are assaulting, fire into that unit, and assault. This gives even more of a hit to the unit being assaulted (in addition to the Pariahs' firing), and gives you that much more of a chance to take out a tough unit. Your fire support will also be close enough to help with any counter attacks.



    Leapfrogging Units

    A tactic that also works well with the Necrons is leapfrogging. This involves one unit standing in position and firing its weapons to full effect (remember, gauss rifles are Rapid Fire) while another unit move forward. This should be done with units that are about ten models in size. Spread the units out a little, so that Ordnance weapons don't take out many Necrons at once. Using units such as Immortals will lend you even more firepower, and a Tomb Spyder or a Lord with a Resurrection Orb will help keep the Necrons standing back up, making the advancing fire line even tougher.
    CONCLUSION

    All in all the necrons have very few troops compared to other armies and will most of the time be heavily out numbered but with careful planning and consideration of your opponents strengths and weaknesses you should be able to bring the full force of your soulless legion upon your foes with unparalleled efficiency.


    (thanks for nebulas for editing and review)


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    [16:19] <@Alzer> Arky's right though
    [16:20] <@Kaiser-> I know he is.
    [16:20] <@Kaiser-> He usually is.
    [16:20] <@Kaiser-> Sometimes it's intentional.
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  2. #2

    lol I've seen this on another site
    <div class='quotetop'>QUOTE</div><div class='quotemain'> They will shoot you and cut you up and step on the pieces and burn them and assemble the ashes and shoot them again and grind them into sand and scatter the sand into the sea and boil the sea away and gather the hardened remains and melt them into a rock and shoot the rock and burn what's left and launch the remains into the sun and...
    </div>
    **or**
    <div class='quotetop'>QUOTE</div><div class='quotemain'>The most powerful gun in the galaxy won't help if your opponent if bashing your brains out with a rock</div>
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  3. #3
    Bearded Ninja Arklite's Avatar
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    cant have :wacko: ive spent about a week on this one ive got the text file on my pc right now :mellow:

    but as i said i based it on stuff from other sites so it might be similer :hmm:

    (also note nebulas did editing so for proof ask him)


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    [16:19] <@Alzer> Arky's right though
    [16:20] <@Kaiser-> I know he is.
    [16:20] <@Kaiser-> He usually is.
    [16:20] <@Kaiser-> Sometimes it's intentional.
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    Senior Member kendercommander's Avatar
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    73

    Sweet.

    To prevent someone calling this post spam, I think your tactica is a bit outdated...
    The Chronometron is useful if you want your Necrons to make sweeping advances or fall back moves faster that they would normally, but otherwise you should save the points for something else.
    It could just be a misunderstabding of your wording, but this really fits the 3rd ED Chrono, not the 4th ED chrono. Because there is no "sweeping faster". You do or you don't...
    Necron will stand for eternity.Their race has survived aeons by trading their very souls for metal bodies. Now, they will live on through eternity and will vanquish all life from our universe.For they are Necron. Flesh is weak. The machine will rise!
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  5. #5
    Bearded Ninja Arklite's Avatar
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    131

    oops dang your right i havent had a compleat read of the new rules ill have to go back and have a peek, thanks for telling me.


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    [16:19] <@Alzer> Arky's right though
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    [16:20] <@Kaiser-> He usually is.
    [16:20] <@Kaiser-> Sometimes it's intentional.
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  6. #6

    Back up by warriors you said "Add to that the ability to wound any model and go straight through its armour on a to-hit roll of 6".

    Are gauss flayers now rending guns?

    "A 3+ invulnerable save can only go so far, but if you keep a Tomb Spyder around they'll be able to heal most of the time, since they will always get the We'll Be Back roll." TS's dont do that, they only give WBB's to units that have no models of the same type within 12'' but somewhere else on the board.
    And teaming them up with Wraiths would take away the Wraiths speed as they are large, slow targets.
    Tomb Spyders are worse off with the Shots from the staff of light, they will always hit badly with threee shots, when your in 12'' charge, you'll have a higher success in CC as the roll can always get better, 5+'s are the worst they can be in CC and thats what your gonig to be shooting against so take the extra attack and charge and you might just get 4+'s.
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  7. #7
    Scion of the Horned Rat Demandred's Avatar
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    Demandred is now officially grand Demandred is now officially grand Demandred is now officially grand Demandred is now officially grand Demandred is now officially grand Demandred is now officially grand Demandred is now officially grand Demandred is now officially grand Demandred is now officially grand Demandred is now officially grand
    92

    no, gauss weapons arent rending.

    they only wound automatically on a 6, they dont negate armor saves
    By the will of the Old Ones!
    For Bretonnia, the King, and the Lady!
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  8. #8

    Exactly. He makes it sound like they do.
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  9. #9

    scarabs are way better than presented they can win combat and phylectry is the only wargear i would never bring its 15 points for a already expensive unit that is relevent only when A your lord dies B your lord dies with a res orb or to non armour peirceing CC or double strength C then it only has relevance 1/3 of the time and it does only some then. the phylectry is bad and thats that
    also here is my own vaugle decent tactica
    Hello all and welcome to tatica Necron
    First a primer
    Second army selection
    Third in game tactics

    Necrons strength and weaknesses
    Strengths:
    They get back up
    Gauss weapons
    Strong troops
    Combat tricks
    Midrange shooting
    High leadership
    Resilience

    Weaknesses
    Low initiative
    Limited cc options (as a side not warriors are not bad just have bad initiative and not great)
    Expensive points wise
    People call you cheesy most of the time and hate you some of the time even when your balanced
    Phase out

    Necrons are a good army with flexibility but limited cc and heavy long range weapons. They have elite basic troops will high power options but they don’t come cheap. A little less than half the time your troops will get back up but once you get down to 75% you lose.

    Army selection:

    HQ:
    C’tan: The two strongest characters in the game. They ignore saves have a 4+ inv and whoop up in cc and can beat anything one on one. However their super expensive can always be targeted and take up a huge point block. Their fun and flavorful but don’t take them in small games
    Lord: strong stats, cool war gear, have a bunch of options. Try experimenting with them most are good but if you use the Veil of darkness expect to be insulted (sadly) about half the time. Strong but use him for support and tricks he isn’t a god (unlike C’tan good gear, chronometron, destroyer body, phase shifter, res orb sometimes veil, solar pulse lightning field, nightmare shroud scythe never phylactery disruption field.

    Troops:
    Warriors: your one and only option for troop’s expensive nut good fire power. Half decent close combat (like SM but low int) take ate least thirty in 1000 point games (unless your bringing many Flayed ones) good but what for ordnance and insta kill and keep them advancing or falling back.

    Fast attack:
    Destroyer: yummy goodness three strength 6 ap 4 shots every turn at 36 in. jet bike mobility. Theses are under priced if slightly fragile death machines use against every army. These are mobile cheap death dealing cannons
    Scarab: cheap use them to hold anything with str 5 or less in combat for several turns and still kill a few. In mass can swarm over 8- man tacks in a turn just keep them away from strength 6 and template. Try disruption fields against nids and tanks
    Wraith: Fun always bring 3 if you bring any. Shield them they only got one wound and use them surgically kind of like one would with an assassin (the cc one) good but can get shot to pieces or tare through a platoon of guardsmen hit or miss but fun

    Elites
    (Go to other threads for the debate theirs a lot of it and I don’t play with any of them much)
    Pariahs: opinions mixed have war scythes and strong shot but no wwb great termie killers with strong special abilities but less resilient than most see other threads for the debate
    Immortals: upgraded warriors with better range firepower and toughness good pricing but many think warriors are better its up to you
    Flayed ones: cc specialist warriors with scout abilities and two attacks but no ranged again the jury is still out

    Heavy support
    THE monolith: a beast. 14 armor all the way around. Can teleport your units and give them another wbb. Only ordnance available a skimmer so hard to kill in cc all fear and rightfully so bring in most games over 1000 (not against tau rail guns kill it)
    Heavy destroyers: one shot destroyers with a bigger gun only ap 2 gun we got don’t really need it as anti tank because of gauss rule gut good sometimes I don’t play with them but some swear by them
    Tomb spiders: monstrous creatures with the ability to create scarabs and they help with wbb low ballistics and weapons skill but pretty good I don’t play with them buts that’s because they don’t fit in my army

    Army lists
    My own a slightly conservative shooty list (two battle forces a lord and a ‘lith)
    HQ: Lord with war gear depends upon opponent
    Troops: 4 squads of ten warriors
    Fast attack:
    Two squads of 3 destroyers
    10 scarabs
    Heavy support
    A monolith
    1475 points plus war gear
    Bunch of troop’s pretty simple reasonably standard takes big advantage of strengths but has cc weakness to things str. 6 or greater

    A cc army which is very elite and expensive $ wise with many metal models
    Two squads of 10 warriors
    Two squads of 10 flayed ones
    5 pariahs
    Lord phase shifter destroyer body war scythe
    Two squads of three wraiths
    6 scarabs
    Two tomb spyders
    1498 points
    This is a surgical strike force which one should never by its expensive and doesn’t play to Necron strength but the only half decent cc army I could think of props to anyone that uses something like it

    Extreme shooty
    4 squads of 10 warriors
    2 squads of 4 destroyers
    5 destroyers
    Lord with resurrection orb
    1490
    this gives you 14 highly mobile flying platforms of death shooting 42 str. 6 ap 4 shots and 40 warriors gives one a highly resilient base than can win even if many destroyers get fragged

    keep in mind theses these are not tournament tuned lists and all have several obvious upgrade potential to balance these are just guidelines that give one a general idea of Necron lists.

    Tactics:
    Strategy: long term strategy, to shoot the enemy to pieces. The long term strategy of Necrons are to shoot the enemy at mid range and drown them in torrents of gauss.
    Set up
    Firing lanes: to understand setup one must understand firing lanes. Theses are the areas with LOS from a unit. Assault units must stay out of these and shooting units must control such. When placing troops think about where they are and where they can get in one turn.
    Cover: use it to screen your troops and create firing lanes open spaces about 18 in across are good for you.
    Heavy ‘lith either deep strike or place front and center in your line to help screen troops and break their center heavies should be placed behind cover 10 in away from a firing preferably on a flank across from termies or armor
    Troops line up for mutual support either in cover for against assault or out of cover out of firing lanes against armies with long range fire power (you want to get within 18 in (so one can advance 6) then rapid fire with two or more squads such that you can devastate a squad before it gets into cc. Remember support your own squads and isolate others
    Elites immortals and pariahs should be kept behind warriors to screen them as they serve as a supped up version of warriors remember their good not invulnerable line up pariahs against termies and things with 2+ and invulnerable saves and tanks. Flayed ones should infiltrate or deep strike half the time against armies with weak cc but behind cover so they don’t get slaughtered. Other wise they should be a assault troop against basic troops like SM
    Hq
    C’tan on a flank or in the middle just charge them strait forward but behind cover if possible to prevent them getting sniped
    Lord with troops usually joined with them beyond turn one use veil but only with big units on flanks try nightmare shroud every once in while against ld 7 armies
    Fast destroyers same as heavies but against things with a 4+ and only vehicles if you lack scarabs with disruptions or heavies (which may be most of the time)
    Wraiths behind cover across from HQ or weak units just keep away from massed fire or cc attacks remember to turbo boost by turn two you can have 42 in of range to charge and use them surgically like an assassin but use three and keep them supported or expect them to die.
    Scarabs deep strike 13 in away behind cover and away from strength 6 and flame and hit their devastator squads or the like (always kill plasma cannons or you will get beaten into a smoldering mess) or deploy them early and use them to tie up and sometimes kill dangerous targets.

    Tactics: mutual support, rapid firing with multiple squads, infantry up the middle fast on the sides lith in the middle, get them and medium short ranges, mutual support again, Thousand points of light (hehehe) troops are strong but don’t put them in harms way unnecessarily, keep out of cc with specialist, charge against SM and lower you out number. Penalize them if the ignore your non Necrons and punish them if they don’t

    Tricks:
    Veil or ‘lith tricks spread out a front line transport away after assaulted them shoot them full of holes.
    Laugh at them as they try to role through scarabs with assault troops (ok not really a trick but still fun
    Pariahs and nightmare shroud nuff said
    Add more its (was) late at night and I forget (sorry it already 4 pages long)
    <span style='font-size:14pt;line-height:100%'><span style='font-family:Impact'><u>&quot;Veni Vedi Vici&quot; </u></span></span>

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    you'd be Canada.

    Bill: actually i think its more like 70 cents.

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  10. #10
    Senior Member
    Join Date
    Sep 2004
    Posts
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    Khobai is a pearl
    67

    The power of the Phylactery lies with the Monolith's ability to reroll WBB rolls.

    A Monolith increases the chance of the Phylactery working from 33% to 50%.

    For 15 points, it's an awesome piece of equipment, but you need a Monolith to get the most from it.
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