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Ok, so I am thinking about playing necrons, I have read all of the tactics, and I have a few questions.
Before my questions, generally I am looking at fielding 9 Tomb Spyders in my main list. I also like pariahs. And I also like c'tans.... This all causes problems, as my necron model count will be high. (Money Cost is not an issue)
So anyways, I have been trying to, figure out what some other tactics of mine will be, and the best way to feild certain things.
Originally, i was going to do a 2000pt list with a small flying circus, a swarm lord and scarabs, and the 9 tomb spyders. (and a hole lot of converting!), But I have noticed not many people go pariah wise, and well, being that My main force is tomb spyders, I cant really afford extra points here and there for silly ideas. Now please spare me the 'pariahs suck' talk. Lol, I have done plenty of reading on this forum and whatnot already, to know that they don't suck, they are just unique and offer a different play style to necrons.
1. Lord w/Nightmare Shroud + Pariah... Am I not correct here, or has no one ever really tried talking about this combination? It seems pretty offensive, and given some nice back up of units, it could really be useful. Having your lord with NS in a unit of Pariah, and being that they can run a few turns, it would be useful to keep those leadership tests coming, though, I am not sure how effective it would be. Any ideas on how to truly utilize this combination in an all comers list? I guess it would be better if Nightmare shroud pinned enemy units....
2. On the whole run subject, how come no one really talks much about it? I understand that you can't assault when you run, however, units like Pariah, C'tan, and flayed ones, that were pretty cool to GODLY before, just got that much more amazing. Coupled with what I have been reading, it also seems like the Deceiver can run AND deceive in the same shooting phase. Together with Pariah, who can now also run, this just seems like a brutal (if costly) combo!
3. I have read from several people's post on this forum, that Flayed Ones 'Terrifying Visage' ability reduces the opponents Ld value by one before they test to see if they only hit on 6's or not. Yet I don't see this in my rulebook. I got my book from my brother, and he has had it since necrons were first released (he played necrons back in the chapter approved days before they had their own 'dex). I would ask my brother these things, however, rules wise, he has never been that good.
4. Furthermore, how does go to ground affect game play? See, I think that is definatly an awesome ability.... If warriors were behind a line of tomb spiders, and they were shot at, would they be able to go to ground for a 3+ total cover save?! lol.... Anyways, it is just a thought. Not saying that go to ground is an amazing ability, as I hate how long it takes for guys to get up. lol, but it is certainly a cool idea!
So for now, that is all I can think of....
What I was thinking list wise (pre pariah desire), was a list with:
Flying circus lord
5 squads of 10 warrior
10 scarab w/disruption fields
9 Tomb Spyders....
But I am not sure anymore about the flying circus. Originally the circus and swarm were going to be diversion techniques as my warriors advanced behind the spyders.... (Yes I realize that the warriors can still be shot, but hey, that cover save would be nice!)
So yah, Now, I am still thinking I want the swarm lord, maybe not with disruption fields on the scarabs..... But the flying circus is 300 points that can be spent on a deceiver.... And after that, for a small squad of 6 pariah it is 216, i could take out two squads of 10 warriors... but then after all that, i have 31 necron models in a 2000 pt list, so that isnt a good idea maybe... Not sure...
This isn't really a list post, as I am not seeking advice to what to take out for what, but merely just asking some questions about flayed ones, the run ability, and pariah combos.
I don't really want to put it this way but play a few games with pariahs and you'll see why they arent that great.
I've never really used go to ground yet.
Necrons are a race that act completely different on paper then in actual game play, to get a good knowledge of them requires alot of gameplay.
Good luck, sorry I could'nt really go into detail about anything I'm just kind of in a rush to leave right now. I'll get around to actually helping you when I have time.
I think because I type so much, lol, it prevents me from getting more responses. LOL!
I'll see what i can do
for the first 2 questions they both are mostly dedicated to Fear Lists only and since Fear is only effective against 1/2 of the armies and along with the fact that the opponent still has 58% of passing LD with Pariahs and usually get a better chance of regrouping as they run out of the range of the Pariahs it doesn't work very well and no one runs it.
for 3 idk either, i too thought this was true until i read the entry, it might have to do with and older version of the codex or old FAQ
Last edited by CrownAxe; August 24th, 2008 at 09:13.
Run defini`tely brings something to the table for necrons. Our foot-slooging lists of course gain mobility as well as the infantry combat units; Tombspyders Flayed Ones, Pariahs and C'tan lost alot of the slowness, however everyone has run so they can just as easily use it to advance or retreat.
I think the immortals acting as fire-support would be more productive. You have 9 MCs, CC isn't anything you need help with.
A warrior/ immortal phalanx with that many MC attacks should be devastating. For HQ a Deceiver and a standard support-lord (res orb, + gaze of flame/chronometron if desired or need extra points.) would be strong, or maybe a circus lord and a support lord.
D-fields on scarabs are often considered a points-sink, they're far better at tying up enemy units (assault infantry and heavy weapons squads are their best targets)
As Guass said you just gotta try things out. Get 5 Immortals, proxxie them as Pariahs, if you like them, get some pariahs too. Nothing in the necron list is hands-down terrible, but not everything can be as awesome as destroyers. Necrons are also a very much mechanical list, you must use all the pieces to make an efficient, sturdy machine with which to crush your opponents. Make sure the cogs fit together.
So Necrons can get 10 MC.... I realize now. That is pretty beastial.
D-feilds felt like sort of a points sink.... Thanks for confirming that.
Tactics wise, what about 9 spyders, deceiver, circus lord, 10 immortals, and as many warriors as you can possibly fit? With 10 MC, an amazing circus flying around, and tons of warriors, it seems to me, players might not know what to do when faced with an army such as that...
However, getting back to my questions, Playing a fear based list is mostly constructive against only half the armys, the other half are immune. However, the deceiver makes them test even if they are immune to such things... Plus the Pariahs lower the Ld, hence good combo.... Even if the army is not totally affected by fear, here is what I was thinking with a fear based list:
Deceiver, Nightmare shroud lord, pariah, 2 units of scarabs (maybe 3), tons of warriors..
With that list, sure, they might pass every other Ld test, and sure, they are probably going to regroup after falling back all the time. But here is the thing....
Since In now game standards, only Troops can capture objectives and whatnot, if I keep them falling back, or pinned, or caught up in combat with the scarabs, they wont be able to advance in time to take out the warriors.
Against close combat lists, this could devestate them, if they are constantly pinned, or constantly falling back on your turn, and advancing on their turn, they are stuck in more or less the same spot. Using the scarabs, you can assault whoever gets near your warriors. Thus, not only giving your warriors a cover save (by having the scarabs infront) but also preventing them from getting assaulted.... and having a nice big unit of pariahs, with nightmare lord and deceiver in the middle, again, guarded by a scarab unit, WOW!... In theory this seems pretty good. Obviously not every game would work out that way...
Against shooting lists, this might not do AS good. Maybe have the scarabs swarm into the enemy as fast as possible, Holding up all of the GOOD fire support units, and just trying to avoid all the middle good to not so good fire units? Plus, once you get into range with the Lord+nightmare shroud+pariah+deceiver combination, which (if you get a few lucky run rolls_ could be as soon as third turn, you could end up making some guys run off the bored, or at least, have to flee their building that they were protected in...
Just some thoughts. Let me know what you guys think! Thanks!
PS. Alzer, did you mean to say that Tomb Spyders ALSO have run?! lol, I don't think that is true, but if it is, haha, that rocks! (Yes I know the deceiver/night bringer has run!!!!)
everything has run
Yes the "cronzilla" list is surprisingly effective (and tomb spyders do have run)
I would personally say don't use a flying circus as support. Cause if you look at the points value of it 10 Immortals plus a basic circus lord costs 440 points for that many points you might as well shell out the extra 50 points for 2 squads of 5 destroyers (or 3 x 3 destroyers)
They can support this kind of army much better and won't get wiped out by one blast template. Keep that in mind in 5th edition a single plasma cannon can kill every single immortal in the squad. If prefer to use immortals in squads of 6 -7 and foot slog them. They can typically hit most things on the board and use multiple small units of them to support WBB.
For your troop choices 1500 - 1750 points 3 squads of 10 warriors will do fine.
As for the fear list, the number one problem with Pariahs is that even with run they're very slow and it takes a complete idiot to let them in range of anything. Basically when people field Pariahs they have a target painted on them for they're abilities and for being very fragile. The best use for pariahs is in a small squad of 4.
Even with 3+ or 4+ cover saves they will still die easier than warriors to weapons with strength 5 or 6 or above.
I hope I could help.
I'll admit that the size of your post is a little scary, but I read itYep, I'm pretty sure they would get a 3+ save. 4+ from being behind spyders, and 3+ if they go to ground. Keep in mind that enemy units would get a 4+ cover save as well... And going to ground means you can't really do anything with the warriors.4. Furthermore, how does go to ground affect game play? See, I think that is definatly an awesome ability.... If warriors were behind a line of tomb spiders, and they were shot at, would they be able to go to ground for a 3+ total cover save?! lol.... Anyways, it is just a thought. Not saying that go to ground is an amazing ability, as I hate how long it takes for guys to get up. lol, but it is certainly a cool idea!
Unfortunately I have very little experience with Necrons, but my basic game knowledge is pretty good, which is why I only answered one question.