Welcome to Librarium Online!
Welcome back servants of the Star Gods!
This week we will be covering the often bemoaned, but always fielded, one-and-only troops choice of the Necron force, Necron Warriors.
Warriors, when the codex first came out, immediately stole the "toughest troops choice" award from (chaos) space marines, with the introduction of WBB, and their solid statline, it was an absurd unit to take down. Beside this was the gauss rule, making even land raiders quake at the thought of the basic troop weapon of our army. Today in 5ed things have been altered, there are tougher troops, our gun no longer kills land raiders in a single hit, combat units rip us to tiny pieces...
But hey! we're working with a 3ed codex and can still hold our own!
Broken down, Warriors are short change more expensive than space marines, drop a couple points of initiative, put it in leadership, then give their gun the ability to glance any tank. That is still a very powerful ability, even if it CAN"T one shot tanks, the fact that at range, a single Necron warrior WITHOUT any special/heavy weapons can threaten a leman russ. The to-wound ability is less useful however it is seldom needed anyhow. Either way, I was personally EXCITED when I found out it would take more than a destroyer volley to kill tanks, gives a challenge, since really it takes tank-mounted firepower to take necrons down most days. I've watched warriors get hit by plasma cannons, look at one another, and stand up anyway, that is stopping power not even Plague Marines can claim. That and no other army can take wargear to say "screw you I still get my ubersave!"
For most games, I actually field 12-man squads of warriors, since heck, that's what the boxed set comes with why the heck not! However around 5ed it came to my attention that I needed more than two warrior squads in 1.5k...so I ignored i and bought another box to play 2k. There are loads of unit combinations with warriors, and there very well should be, as the core of the necron force it is suitable for them to be one of the most versatile.
So everyone, what is YOUR take on the Necron Warrior?
(AND NO POINTS COSTS! *froths at the mouth*)
I've had many great times with those guys...
Once, they were upgraded with distruption fields and actually killed a defiler in close combat. Three minutes later, a chaos predator tried to shock them and it died in its tracks...
Eventually, my warriors got killed by berzerkers assisted by kharn the betrayer. But they held their ground for three rounds...
In another game, my warriors tried to kill a land raider for three turns, before it took off and hid behin a ruin.
Or once a battlecannon got a clear hit on 8 warriors, and two ended up dead.
The leman russ got punished by wraiths only minutes later...
You know, I've never had anything but good experiences with our humble Warriors.
As long as you remember the golden rule and keep them out of combat, they're wonderful. If you do throw them into Melee, at least back them up with something to make sure no sweeping advances occur against you.
People often moan that Gauss doesn't kill things as easily as before and they're right, it doesn't, but we're still far from helpless. 15 Warriors rapid firing on a Land Raider are still going to do more than enough to negate it's usefulness in the next turn. Keep in mind that 'Weapon Destroyed' and 'Immobilised' results stack and can help you destroy the vehicle without actually rolling that 6.
For their relatively large amount of points, you get a rock-hard MEQ with the highest possible Ld and an improved FNP. The problem with low I is, in my opinion, largely insignificant compared. I really do think we have one of the best troop choices in the game.
Definitely do NOT let them get stuck in cc. The only "bad" experience I've had with them was when a SM squad forced a retreat, then overran them. End of story. Eeek!
From the start with these guys, I made two critical mistakes that I'm working to avoid in future:
1) Do NOT "lone wolf" these guys. I always thought it smart to take one squad and dash off to sit on an objective. That's a marines mentality, and it is risky with marines, deadly here. Necrons do NOT work well when spread thin. Keep them together. Massed fire = win. If you have to squat on an objective, pick one with cover, and take your WHOLE army to "drop off" the squad. Yes, that's a slow way to go, but that's the Necrons for you. Even a "wraithwing" army must not stray too far from the plodding warrior squads, not if you want to take objectives, that is. Never position them where help is too far away, and "help" does not constitute a single squad. I speak from experience on this one.
2) Do not "baby" them. Yes, I keep them out of cc, mostly by using other stuff to countercharge, but don't "hide" them. They can take a lot of incoming fire, especially with cover, so don't be afraid to use them. I used to hold them back, letting the "rest" of my army do all the work. This divides your army, which is dangerous (see #1 above).
I couldnt agree more with you Canew. I used to make these 2 mistakes that you referred. Sometimes i catch myself doing them again. Sometives is inevitable......
Either way i believe that warriors are one of the best troop choices in w40k. The good thing is that GW will add some more options for necron troops or add some upgrades or modes for necron warriors......
I think its silly that most people think that the necron is weak because it only have necron warrioir as a troop choice. I hate when they say that because necron warrioir is tough as hell, if you keep them out of close combat (actually close combat is not a problem with them its the sweeping advance lol )
Good point Ujust, really it's not so much Close combat that grinds out necron warriors, it's the sweeping advance change, in 5ed warriors can still hold their own against many opponents. I've watched a ten man squad sit and weather the hits of a striking scorpion charge, a broodlord etc... (broodlord blessedly missed me I was then wiped out by hormagaunts ><). The problem with being in CC is the warriors have such awesome SHOOTING that being stuck hitting things in assault is a waste. Hence the old "teleport out of melee and shoot enemy to death" tactic. Low initiative notwithstanding it is not all that easy to make a warrior stay down unless you're asking the right way (power weapons usually know how to phrase it).
Personally, I don't rate Warriors. What really annoys me is that if I want to get somewhere, get away from something or someone is blowing me to pieces from afar, I have to footslog it. And then most likely forgo a turn of shooting. How useless is that for a unit for which costs almost 200 minimum?
I will concede though that they are damned hard to kill. Especially in cover.
However, I do like the idea of running through all our choices and analysing them. Rep shall be given to the starter of these threads!
Last edited by Friar Tuck; April 8th, 2009 at 20:59.
Warriors really are great, and comparing against a lot of other things in our army, are probably the best points to usefulness ratio.
Lately I've been really wanting to try building an army based around nothing but orb lords, monoliths and as many warriors as will fit. Just keep in a phalanx formation and crawl across the board hoping to make as many WBB rolls as possible until the full force of the army can be used.
I'd say the only problem I know of with the warrior is that to really use rapid fire to it's fullest extent, we have to get within assault range, and then run the risk of a sweeping advance.
Aye Fluffy, I agree with the charge-range issue, however there are ways to work around it. Maybe have a scarab swarm charge from the side into the unit you rapid-fired, at that point they may even be able to finish the other squad off, and if not it should take until the enemy's assault phase to finish them off.
I also always tend to stop and start shooting once in 24" range to soften enemies up early.