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There are none.
But seriously, aside from phasing out, do necrons have any significant weaknesses? Because at the moment, one is tempted to make a necron army, and later on a massive apocalypse worthy force using multiple monoliths for nodal grids/nightshrouds.
Phase out, opponents knowing your lists before they meet you, lack of power weapons, lack of ap 3, lack of ap 2, lack of reliable anti - tank I.E. no melta etc, phase out, being out numbered, phase out, having WWB denied (which can be done quite easily by a smart player..... and phase out
hmm tend to disagree a little with gaus storm, my step son has an appoc crons army he has a huge deal of sucess with, but mainly because he doesnt faff around with a load of monoliths, or other stuff, the main part of his army is 80 warriors and 2 lords on foot that stay with them and keep them ticking
Whilst I do beat it, it is by far the hardest army to beat, it just keeps getting back up
whilst you are trying to deal with that lot, night bringer, a lord/wraith combo and a lord/destroyer combo are floating around kicking up a stink.
the use of nodal grids and monoliths, whilst fluffy, are not brilliant in appoc, simply because an army that size has sufficient fire power to take down enough liths to stop the grid, better to ensure WBB with embedded lords with phylactery and res orb
they dont need AP2 or AP 3 weapons, the amount of fire power they throw out is horrific
they dont need high Str weapons cos anything can take out armour with gaus weaponry, and scarabs (yes you heard me right, scarabs with Dfield will take down super heavies, seen in done too many times, blind barage to stop fire comming in, zoom up the scarabs and glace the living hell out of the baneblades and hell hammers)
night bringer, and wraith/lord w warschytes can deal with most elite close combat troops (except possibly Eldar)
If you are picking an army because you want the "unbeatable" one, dont, there isnt one
pick the army you want to play for other reasons
Everything you have been told is a lie!
low initiative makes me cry sometimes when fighting orks.
Unless it is an extremely close battle, phase out hardly makes a difference in a game anyway. Phase out is there to stop people attempting a multi-'lith combo along with a nightbringer. If a Necron army is already down to 25% of the Necrons in which it started with, the battle is usually over anyway. A Necron army which consists of many warriors is quite a fearsome sight.
Magnets. They make necrons begin to sing folk songs. Just like Bender from Futurama.
The low initiative is bothersome, but the ability to get up half the time seems to counterbalance that.
A rapid analysis seems to indicate that necrons seem to work best with strong mobile firepower balanced with ranks of warriors (supported with monolith(s)). (possibly augmented with close combat units(?)).
Also Pariahs and lord with VoD and Nightmare Shroud would seem to make for a highly effective combo against non-fearless oponents.
Necrons get better as the points go up.
Weaknesses - generally an inability to deny 3+ or better saves (termiantors pose a HUGE threat if there isn't a monolith or C'tan about really).
They are vulnerable to anything that can easily sweep in combat ( again terminators, and other CC specialists)....
...And the oft overlooked weakness to indirect fire due to a typically slow moving infantry block (which has to keep moving due to no long range guns).
Last edited by The_Outsider; April 19th, 2008 at 13:43.
Lack of reliable anti-tank?
When even swarms of the tiniest unit in an army can destroy land raiders, I don't think "lack of reliable anti-tank" is very true.
Tanks versus Necrons are lol and fail.
Our weaknesses lie mostly in close combat. While we have several units that CAN be extremely effective when working in concert (pariahs+2 lords w/gaze of flame+flayed ones), they are very often simply outnumbered and outgunned in comparison with other CC specialists. A unit with powerfists is deadly.
My worst nightmare is Nobz on Bikes. D: