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Hello all, I'm a Necron player and I've been having a huge problem against this 2500 Ork list.... Just everytime there is'nt nearly enough shots to even come close to weakening they're squads then I get savagely beaten in CC.
1 Ghazghkull thraka
1 Old Zogwot
11 Kommandos (nob , big choppa)
11 Kommandos (nob, big choppa)
14 Kommandos with snikrot
6 x 30 boyz all with shootas , nobs with big choppa
3 Looted wagons with ard case
1 Necron Lord
- Res Orb
- Veil of Darkness
Also, is this a list he tailored for you? It looks like it because he has no anti-tank.
Its hard to deal with tailoring, especially when they straight overwhelm you. Try this Tactica:
http://www.librarium-online.com/foru...hresholds.html (Abusing army threat management thresholds)
This is certainly one tough cookie. Sorry that I can't come up with anything specific at the moment...
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
Do you have access to anything which shoots a template? If so, take it.
Since you can´t outshoot him, or outman him, you´d have to play the objectives to win. Give him units of scarabs to tie him up. Go for the objectives, hold them at all costs, ie sacrifice other units to draw him away.
I think less immortals and more warriors and scarabs would be good for this.
Honestly though, it looks very tough.
Currently painting and playing Waaaaagh Bigtoof 40k and Aeronautica Imperialis.
Uhhh... Yes the wagons do have boom guns on them, and so what I see here is that this list / codex is stronger in almost every aspect, the problem is Necrons really don't have much anti horde they're strength is taking out lots and lots of heavy infantry. But from what I take it are Orks getting some sort of advantage since they are not meant for this edition of rules.
I kind of see this trend with the new Chaos codex, etc.
Last edited by gauss_storm; May 4th, 2008 at 20:01.
probably less immortals more warriors and scarab swarms to annoy him
Well, you certainly are given no favors by his 3 special character list, something that I disapprove of immensely. However, I'd have to agree with the others that a giant pile of warriors shooting him up might be your best bet, or maybe even throw in a 3rd monolith. Monoliths kill hordes pretty consistently, and there's barely anything that could touch you in return. Besides, if you have 3 monoliths each spaced 2" apart (can't get within an inch of one to get past), that's a solid wall that the orks could not walk through to get to your gunline. Sure, if Snikrot shows up he might do something, but I wouldn't anticipate him able to tear through an enormous phalanx that WBB's.
his list looks tooled to take out armies not take objectives so s mentioned before, you just need to stem the tide. it will be hard, but thats because crons really are only great at veichles and MEQS
Wash: This landing is gonna get pretty interesting.
Mal: Define "interesting".
Wash: [deadpan] Oh God, oh God, we're all going to die?
Take mass warriors and 3 Monoliths, and watch him cry.
I would take something along the lines of 60 warriors (6 squads), 2 rez orb lords, one with a veil, 3 monoliths, and the rest of your points in a couple of small immortal squads and maybe a scarab squad to try and hold up Snikrot for a bit.
Put three Monoliths amongst all those boys and watch 3d6 S5AP4 hit each squad per turn. His army has basically nothing that can hurt you. Ghazkull's power klaw doesn't work against the monolith. That's a keynote - the bonus strength from the Power Fist / Klaw is not used against Monolith's Living Metal. At most he's got a few rokkits on the looted wagons, so just gank them first.
Plus, as mentioned, 3 Monoliths = very effective at blocking charges.
Nids & Guard
GMail = MVBrandt
I don't think orks are going to be stronger with the 5th edition rules. In fact, the fact that glancing hits against vehicles won't kill (making your monoliths all but immune to rokkit fire), powerklaws won't get the bonus CC attack, and you can't shoot through your own troops will all hurt rather than help orks. The only thing in the new rules really going for them is the rumored changes to wound allocation.
Anyway, Necrons do have problems with the new orks, but there's a few thing you can do to help from becoming overwhelmed:
1. Instead of immortals, field more warriors. Immortals can't really defeat hordes of orks either in shooting or close combat, so you're better off just spending the points on more warriors. Returning to life will also be easier this way.
2. Tie up ork units. The best way to do this is with scarabs and/or flayed ones. Even if they don't win, tying a few units up will let you focus your fire on enemy units one at a time, instead of having to deal with them all at once.
3. Field a second lord, so one can have the resurrection orb and the other can have the veil of shadows. Trying to split both duties with a single lord is going to limit how much you can use the veil. With the veil, you could take the destroyers around and have them deal with the troublesome kommandos and boomguns (and claim those objectives), while the lord with the orb stays with your warriors and monoliths.
4. Add a third monolith if you can, but in any case, make good use of the ability to teleport units out of close combat. That way, not only do they get a free 'heal', but all your units can shoot down the ork unit that was only moments ago in close combat. Then, either assault him, or let him assault you, so you can repeat the process after only a single phase of close combat.
5. Resign yourself to sitting and shooting. The fact your troops have rapid fire weapons is going to all but force you to let your opponent come to you. The trend with the newer codexes (Ork, Eldar, Tyranid) is the phasing out of rapid fire weapons in favor of assault guns, but Necron, being an older codex, is a little behind in this regard. There's no sense paying through the nose for assault shots (Immortals) when orks get it for free.
6. (This last suggestion is admittedly untested and more than a little risky) Try using your monoliths more aggressively, especially after 5th edition rules come out. Remember, rokkits will do virtually nothing to them, so as long as your opponent isn't within powerklaw range, he really doesn't have a good chance at all of taking them down, and even with powerklaws, his chances aren't good unless they're immobilized. Consider starting them closer to your opponent, and then pull them back as he comes in closer. In other words, play them less like a traditional Monolith, and more like a Tau hammerhead.
"Any job worth doing, is worth doing with a powerklaw."
Hmm, a little thing I saw here that I'd like to point out: you get your strength bonus for power fists/klaws versus a monolith. What you do not get is bonuses to armor penetration, such a +D6 armor penetration for melta weapons within half range.Originally Posted by MVBrandt
[Table 1-1: Signature] D6: 1 (nothing) 2 (quote) 3 (image) 4 (WLD record: relevant game [table 1-2]) 5 (internet meme) 6 (Critical Sig: roll 2 more times)