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Won a game last night v. Witch Hunters. My friend took a funky list with his coolest models (Karamazov and two Penitent Engines) just for fun. Neither of us can tell if Karamazov counts as an Inquisitor even though his Name is "Inquisitor Lord Fyodor Karamazov" (or something like that). I let him take the Vindicaire (sp?) because, well, if the Inquisitor Lord doesn't count as an Inquisitor that's just stupid.
Anyway, I've been bitching about my Monolith, but it proved its worth in this game. It got immobilized by the Vindicaire on turn 1, but spent the rest of the game cycling my two units of warriors out of combat to rapid fire his Penitent Engines. The plan had been to sacrifice the Tomb Spyder to the Engines, leaving the two units in rapid fire range, but he rolled a six on his massacre consolidation and made base contact with one model. The could have been really bad (and was crummy planning on my part: I forgot about the d6 consolidation) if not for the Monolith. Later, one unit of warriors broke on a leadership test (double sixes: I seem to do that once a game) and ran off the table. Had it not been for that ridiculous roll, his Engines would have taken three turns of close combat to kill 7 warriors. Without the Monolith portal, both units would have died, leaving one or two Engines free on my flank. With some help from some destroyers, I killed both and had a unit of warriors standing. Add to that a particle whip that immobilized an otherwise scoring Rhino, and the Monolith did its job perfectly. It still didn't kill its points, but quite possibly turned a close game into a rout.
My Immortals also redeemed themselves. The Veiled with the Lord into tight quarters (eight inches from the table edge and eight from impassable terrain) and smoked an Exorcist on turn 1, then wiped out a squad of sisters with shooting and assault, then took out unit of his melta-chicks (not Dominions: can't remember what they're called) the same way, losing one Immortal in the process. A side note: because I Veil into safe spots I never get to use the Staff of Light, so I've been down on it, but the Lord fired it twice and used it to great effect as a power weapon. I forced him to use the Spirit of the Martyr once just to assure a save against it. I'm much happier with it, and I learned that the Immortals aren't bad in CC when they get the charge. Hooray for toughness!
Destroyers, as usual, did their thing, whacking an Engine, an Exorcist (one glance, one six!) an Immolator, and some sisters. At the end of turn 4, he had Karamazov, the Vindicaire, and 8 sisters remaining and conceded, since the mission was table quarters and he had only two scoring units to my four. No whining this game.
OK, did the Witchhunter player ever use the Faith points ability that can let her have AP1 bolters? because this doesn't look like it, and Pent Engines are fun to play, but not all big daddy bad as a dreadnought is
The Special Character, I, hmm has good stat's but I don't really know.
So did this player even know he was facing NewbCrons?
Crons tactics are usually Walk, shoot teleport when something get to close, and teleport next to nearly death squads to finish it off, Amazing
Necron tactics are shallow, (compared to nids and SM) and the foe shoulda used AP1 bolter Faith
Create flames for a galaxy and it will be warm. Put a galaxy in flames and it will be warm for the rest of it's existence.
People see the lack of choice of their codex as being the same as tactically limited.
Nothing could be closer to the truth for necrons.
Infact, it's their simplicity which makes them potetentially very devious.
Just speak to jONESIE or Lastspartacus about it. or any of the necron specialists.. you'll soon see that Necrons are quite a powerful army and have a lot of depth.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Shollow personalities maybe, but shallow tactics? No more than other armies.
As for the Monolith, if the enemy doest down it quickly then it tends to shine in mot games. More for its tactical ablity that its destructive power i find. As you said, Warrior teleportation is great and really can annoy the enemy.
Also once you read through all the FAQ stuff and realise that the Codex is orrendeously wrong / badly worded, then you can also launch fast assaults from it with Flayed Ones or Wraiths. I take my Lith in any game above 1K, its just too good not to.
I'm not sure what your beef with Necron tactics is. If you followed the posts on this board, you'd find you're dead wrong about variety of tactics, but the fact remains that EVERY army has certain key tactics required to win. Using our mobility options to the fullest is just such a requirement for Necrons, not that I'm that good at it yet. i guess you'd like me to stay put and get slaughtered by your power weapons (which Necrons don't get for anything other than the Lord) in close combat. THAT would be amazing. Amazingly stupid, that is.
By the way, I'm not claiming any particular genius in this game. He brought an interesting but flawed list and I rolled very well all game (except for that one failed Ld test).
Seems to me that a Necron player is like a race car driver. Sure, what you see in terms of the army might be more static, especially in small games, but the choices that the player makes in those confines, and the choices he then makes on the board, can lead to wildly different armies, games, and outcomes.
And the guy who called us shallow, it's taken me a year to start winning every game. And it's all due to tactics...