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New To Necrons Question

2K views 31 replies 6 participants last post by  Wizard 
#1 ·
Pardon me if this has been adressed somewhere, but I can't find it...

I'm going to start playing Necrons, and I've just picked up the codex and found a question.

The codex says that Immortals are armed with gauss blasters, but may also be equipped with disruption fields for cc.

My question is, since the disruption field works exactly like a gauss weapon on vehicles, why would one care to add it to immortals, since they would be using their gauss weapons anyway?

Is this an oversight, or am I missing something in my reading?
 
#4 ·
Thanks for the quick responses- you guys are fast!

I just wondered if it was redundant, since gauss blasters are assault weapons anyway. In other words, the way I read it, Immortals already get the gauss benefit when assaulting vehicles, so there's no reason at all to spend those points. Can anyone enlighten me?

By the way, thanks for the advice. I never planned to use a disruption field on anything other than scarabs or flayed ones.
 
#6 ·
Originally posted by The Mad Hatter@Nov 15 2004, 21:21
No, no and no. A gauss weapon only works with ranged attacks, a disruption field only works in HtH.
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Not to sound nitpicky, but I think they use the blasters in cc as well. I think destroyers do the same thing.

I'm basing my assumption on the rulebook page 38 (which describes warriors firing at point blank as part of cc).

God, look at us, quibbling over a rule that I'm not planning to use. :blush:
 
#8 ·
Originally posted by red_talon@Nov 15 2004, 22:00
When it says assualt or assualt 3 etc. it means that you can fire that weapon and then immediately assualt if within charging range.
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Yes, you're right.

I was just thinking about what weapon they would use in cc. Since no other weapon is listed, I assumed they would use their blaster, like a marine can use a bolt pistol in cc. And if that's true, if they're using the gauss blaster in cc, then wouldn't they get the special armor piercing rule as well?
 
#9 ·
No. Why would they give the unit the option of taking disruption fields if they already have the ability? When in close combat necrons use the blade on the end of their weapons as axes. If the gauss weapons were used in CC it would be safe to assume that every necron unit with a gauss weapon comes with a power weapon, since gauss weapontry makes a mockery of armor.

Also:

Under the entry for disruption fields: "...in exactly the same way as for ranged gauss weapons"
 
#10 ·
Originally posted by The Mad Hatter@Nov 15 2004, 22:54
No. Why would they give the unit the option of taking disruption fields if they already have the ability? When in close combat necrons use the blade on the end of their weapons as axes.
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Yeah, I think you're right.

I know it's on the models, but since it wasn't explicitly stated, it just got me thinking. I mean, if I were a few million years old, I hope I would have enough intelligence to shoot my powerful gauss weapon through a portal rather than take a whack with an axe head!

Anyway, it's a moot point that seems to be better suited to fluff than to gameplay. Just thought I'd bring it up.

Thanks for your responses.
 
#11 ·
Yeah if you really want to get fluffy vs. gameplay.

*lords can carry a staff of light or a warscythe. Necrons have produced a warscythe with a gauss blaster in it. what lord WOULDN'T take a free shooter to go with the slasher of doom?

*scarabs can burrow up from underneath the ground but somehow that's not infiltrating

*Pariah are cyborgs, a cross between a necron and a psychic null human. Yet somehow these metal men do not get any of the following: wbb, feel no pain, bionics.

*All the fluff says wraith tails are covered in disruptive energy. But somehow wraiths can't take disruption fields nor are they equipped with power weapons or even rending weapons.

*Heavy destroyer shots are supposedly able to go in one side of a land raider and out the other. Why then are they only str 9 and ap2, with no special bonus for armor penetration?
 
#12 ·
Originally posted by The Mad Hatter@Nov 15 2004, 23:10
Yeah if you really want to get fluffy vs. gameplay.

*lords can carry a staff of light or a warscythe. Necrons have produced a warscythe with a gauss blaster in it. what lord WOULDN'T take a free shooter to go with the slasher of doom?

*scarabs can burrow up from underneath the ground but somehow that's not infiltrating

*Pariah are cyborgs, a cross between a necron and a psychic null human. Yet somehow these metal men do not get any of the following: wbb, feel no pain, bionics.

*All the fluff says wraith tails are covered in disruptive energy. But somehow wraiths can't take disruption fields nor are they equipped with power weapons or even rending weapons.

*Heavy destroyer shots are supposedly able to go in one side of a land raider and out the other. Why then are they only str 9 and ap2, with no special bonus for armor penetration?
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Dang, those are good points. I just picked up the codex yesterday, but I wondered about that same heavy destroyer question- there's even a picture of it in the codex!

I can understand about the pariahs, though. I love the models, but can't justify getting them for my army yet... maybe someone can help persuade me?
 
#13 ·
Pariah are great. Having said that I wouldn't suggest using them in less than 1500 points. Pariah are similar to terminators in that they're always nice to have but sometimes it's hard to find the points for them.

How I use them:
A lord w/ warscythe, gaze, phase shifter and nightmare shroud:
185

5 pariah
180

Combine these two in a unit. Advance down the center, activate the nightmare shroud whenever within distance of an enemy unit. Basically it just pushes your opponent's army off the edge of the table. Plus with the gaze of flame with the lord it's potentially possible to give a unit in CC with you a morale of 1. It's a really fun tactic and the look on your opponent's face as you chase his battle hardened marines off the table and then bust his pred with foot troops is priceless. Plus it keeps your warriors from getting assaulted.
 
#14 ·
Wow, that sounds good.

I was thinking along those lines- either pariahs or immortals in combination with the lord (but it never occurred to me that they could act like a bulldozer!). That's what started this topic- I was wondering what would be better if the group ran into some armor.
 
#15 ·
Well...5 pariah vs 7 immortals (roughly the same cost)

Immortals could pen. 10 armor and glance everything else.
14 shots, 10 hit, at least one glance from shooting.

Pariah could do the same as immortals in shooting plus their assault is very strong.
10 shots, 7 hit, 1 glance from shooting (less sure than the immortals though)
10 attacks from assault (assuming non skimmer and 1-6" movement), 5 hit.
10 armor: 3 would glance or penetrate minimum.
11 armor: nearly the same as 10 armor
12: probably 1 or 2 glance and 1 pen
13: similar to 12
14: probably 1 glance and one pen.

Bottom line: Pariah rape tanks 6 ways to sunday. Immortals have a higher survivability thanks to wbb.
 
#16 ·
Originally posted by The Mad Hatter@Nov 16 2004, 00:38
Bottom line: Pariah rape tanks 6 ways to sunday. Immortals have a higher survivability thanks to wbb.
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Yeah, that's what I figured. Now that we've hashed out the question, giving disruption field to the immortals would bring them closer to pariahs vs. tanks, but still not as handy as a war scythe.
 
#18 ·
Originally posted by SendMoreParamedics@Nov 16 2004, 00:59
if you're giving d.fields to anything that isnt a scarab swarm you need a smack. no tank should ever survive long enough to get even close to your necrons, AND since your guns are so *****ing awesome theres NO reason for you to be charging at tanks anyway.
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Yep, if you'er playing Necrons you should not fear tanks. Necrons kill tanks, thats just what they do plain and simple. They do not need any more help killing tanks. And rather than assualting a tank whith Warriors I would rather keep moving back and Rapid fire and hit on 3s insted of 4s or 6s.
 
#19 ·
The only time I've ever seen a necron player assault a tank with warriors was in a 500 pt 40k in a flash game against orks. A truk was stunned from the previous turn and was going to contest the objective if allowed to survive the turn. Because it was immobile close combat attacks would automatically hit. 13 warriors charged and destroyed the truk, sealing the game for the necron player.

And just so you know, disruption fields on immortals vs pariah is nowhere near the same. A pariah has a good chance of penetrating anything from a landraider to a landspeeder.

Speaking of disruption fields and warscythes, I've seen a lord kitted up for killing tanks with a warscythe and a disruption field since on the charge there will be a potential 8 chances to get a 6 on the penetration roll. That's only for hunting multiple 13ac or greater targets, against most armies a warscythe and a squad of wraiths do fine enough since most rear armor is 10 or 11.
 
#21 ·
Thanks guys, this is really helpful. As I said, I haven't even played Necrons yet- I'm still filling out my army.

In your opinion, what's the better choice for a unit to travel with my Lord: 4 pariahs or 5 immortals? My Lord has res. orb, nightmare shroud, and warscythe.
 
#22 ·
Originally posted by raleur@Nov 16 2004, 11:23
Thanks guys, this is really helpful. As I said, I haven't even played Necrons yet- I'm still filling out my army.

In your opinion, what's the better choice for a unit to travel with my Lord: 4 pariahs or 5 immortals? My Lord has res. orb, nightmare shroud, and warscythe.
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Warriors. Trust me.
 
#23 ·
Originally posted by raleur@Nov 16 2004, 11:23
In your opinion, what's the better choice for a unit to travel with my Lord: 4 pariahs or 5 immortals? My Lord has res. orb, nightmare shroud, and warscythe.
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I think what you're going up against would have something to do with my consideration in what to take, personally, I like immortals because they get back up and are just as good as shooting as pariahs, pariahs are just basically all armed with anti-armor power weps.

personally, I've never used a lord with a warscythe, as I prefer shooting to take out tanks (necrons excell above most other races at this) and I don't run up against too many inv. saves. Of course what you take is up to you and should vary with what your opponent is. I fight a lot of fearless (death company, tyranids) armies, so I never use the nightmare shroud or see many psykers, but I can see situations where pariahs/nightmareshroud.deceiver would be perfect. I love the versitility of the immortals though.
 
#24 ·
Well, I haven't fought anything with them, yet, but I'll be up against ig, nids, and the occasional tau.

I was thinking mainly of going up against ig (there are a lot of guard players atound her), and the nightmare shroud would be great there. I think the same would work against tau.

But the shroud won't help much against nids (one guy plays TMC style, another uses swarms of gaunts and genestealers), which had me wondering if pariahs or immortals would be more useful.
 
#25 ·
against nids, Hands Down, take immortals over pariahs. nids are generally fearless and don't have any vehicles or invulnerable saves, and without the need for those benefits, you're using points on non-necrons for no reason. I like teleporting a squad of immortals and shoot, and about 50% that fall down come back, and then teleporting out of CC to shoot again. paraiahs - no wbb, no teleporting
 
#26 ·
Yeah, that sounds good. I'm starting to think that immortals are more useful all-around, but what about tau- same trade-off?

I'm thinking along these lines:

Lord w/res.orb, shroud, & warscythe; attached to either 4 pariahs or 5 immortals, depending on who I'm playing:

Against IG: pariahs
Against nids: immortals
Against sm or chaos: immortals
Against eldar: pariahs
Against tau: not sure, leaning towards immortals.

What do you think?
 
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