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I played against my first 'nid army last night and it was abysmal. Now, it was mostly my rolling of on average 75% 1s and 2s, to even my opponent mentioned seemed odd. But even with fail-rolling, I think my list could be reworked to play better. Basically it was a dakka-cron list.
Walking Lord with Orb (room for whatever wargear)
Destroyer Lord with Orb and Phase Shifter
3x 13 Warriors (raises number of shots and number of losses before LD check)
2x 4 Destroyers
The dakka idea seemed fine since all my weapons pretty much negate his troop choices, but he ran full out warriors, 2 Fexes and 3 Thropes. The 3 Thropes pretty much made me take out the Lith. As some may remember my other opponent is normally a gunline Tau with 3 Hammerheads and quite frankly I'm tired of watching the Lith blow up every game with all these Str 10 ranged weapons.
Now, where my bad rolling comes into play is I failed 3 3+ armor saves on one group of Destroyers and then failed all 3 4+ WBB rolls on turn 2. So for the majority of the game I'm already down 150 points and 9 attacks less vs his army.
Anyway, knowing all that, what do you guys suggest I do different? Bring back the lith even in the face of heavy fire to get that template in? VOD to get out of CC? I also worked the numbers and found without the Lith I could run 3 squads of 4 Destroyers each (and warriors would be 3 units of 10 ). Also, against his army, is a Orb on the Destroyer Lord worth it? I guess they don't have that much ranged might to bring them down and deny a WBB in the first place. Maybe that could get more different gear, or another unit or something.
Thanks for reading all that and commenting. ;-)
Last edited by Haunter; August 28th, 2009 at 17:24.
Personally you have an awful lot of points in those 2 lords. I would recommend a Ctan if you're truely going to give him a CC run for his money. What point value was your game, 1500, 2k?
Also, too few destroyers. I run as many as I can. I own 10 and in a 2k game I'll run 9-10 which is pretty devastating. The big thing about necrons for me is to have multiple of many models. This way you get your WBB, etc.
Nids are always ROUGH period (seen them slaughter all types of armies). Btw, I'm told to keep your Ctan away from genestealers and such, but I've never played nids myself
"There is only do, or do not. There is no try." - Yoda
Our game was 1500pts. Well, if I can drop maybe the orb from the destroyer lord and gear from the walking lord, I could get another destroyer or something. So what you're sort of suggesting is run the other list I came up with, with 12 total Destroyers and groups of 10 warriors instead. It's that or go back to the Monolith in the list.
I'm guessing if I run a CTan, it would be the Deciever? Just sucks that we have some good fear and leadership based stuff, but everything is fearless or equivelent. :-\
Now then, i have experience against 'nids as my friend who got me into warhammer plays them. A 'nid army does fear a C'tan, Deceiver is a good choice, also monolith is a good choice as my friend has only killed it once, the other times it has caused a bit of damage.
VoD is a good choice also as getting behind the enemy lines and taking out their synapse creatures, tyrant, thropes, wariors is a very useful tactic as creatures not in synapse cannot capture points and they have to take a leadership test to actually do anything (except staying still).
Also if you can immortals are good units to run, 24" range and assault two is very useful. Use VoD with immortals possibly using 10 of them and go behind them and do some decent damage.
Keep the res orb, nothing annoys a 'nid army like units getting back up.
Oh and the destroyers are a good choice, 3 hits per model will hurt an the enemies.
Final note of this thrown together mish mash of information is that the deceiver can make the 'gaunts run back to a synapse creature and fearless ones take a wound i think (dont quote me). Oh and he is very good at hurt 'fex's in three or two turns my Deceiver took down a godfex and a devilfex(dakkafex) and had one or two wounds left to take on the tyrant :-)
Here's a thought (and the list i'd field, hide the warriors behind the lith if he's got shooty stuff):
Deceiver (he's a beast and a deterrent from them just CHARGING at your guys because his counter charge is nasty )
Or if you really want to keep the orb 2 HQ's is hard to do unless you drop the lith and it's AE affect is great for nids that have SO many models. I'd focus on heavy destroyers for tons of shots and helps you get your WBB since shooting AP doesn't negate WBB on them unless it's an S10 weapon. Tactic here is to soak him in heavy firepower...HOWEVER you have ZERO counter assault so he's going to fleet and charge you as fast as he can!
1483 pts (if he'll let you take 1 more warrior 1501)
"There is only do, or do not. There is no try." - Yoda
Yeah, he seems to have all the elements of battle in his units. His troops will fleet into CC with me (both gaunts and GS) his Warriors have small and large blast templates at range and he has Fexes with both a blast and CC upgrades, and finally the Zoanthropes have the AP3 blast and a Str10 shot. The D-Lord seems like a good fex killer with his AP3 shots and then charge in with a power weapon, but with only 3 shots and 4 attacks and my ability to wiff 75% of the time, I think I just need more volume of fire to make up for it instead of smaller numbers of more powerful units.
The game we played Annihilation and Dawn of War, which was my first DoW so I had no idea how to take advantage of the deployment (other than going first with a Solar Pulse, and I can't change my army list after we rolled for deployment so that's just bad luck on my part that DoW came up). I also think some way to get out of CC, and then rapid fire his units would be good, which is where the Lith or VOD might be a choice to take.
@Haunter a nids player doesnt like the amount of shots they get, a 'fex can shrug off 40+ shots by rapid fire, they shouldn't be able to but they can do. VoDing is a good tactic but use immortals to do it, it is a good hit and with a better weapon power 5 not 4, it can hurt people alot better.
Also using the portal from the monolith can be used to remove units from CC and emerge 18" away. If the monolith has not moved the unit that you have ported from CC can move up to 2 inches away from the monolith and then move a further 6" in the movement phase. You may as well move your units, making your units move back then rapid fire is a good tactic.
Out of interest you can move units who are in CC with the lord in it can VoD out of it in the movement phase :-)
My friend doesn't like that, its a good (cheesey) tactic that keeps your warriors alive and the little 'nids dead.
For the bigger troops (warriors, tyrant+ guard and the different type of 'fex's that can be made) you either need 'eavy's or with luck use 10 destroyers to put them down; the monolith's work well and of cause the Deceiver works very well at taking the big units down.
Recently I played against Necrons with my nids in 1k.
He list included:
1 heavy destroyer
2 troop choices
I had a cc-flyrant, 3 cc-carnifexes and 2 troops.
His nightbringer, with some good rolling, took down all 3 of my fexes, and then blew my gaunts off my objectives.
A c'tan is definitely a pain to nids.
and then he got phased out becase you focused all of your attacks on the warriors right?
Actually, no. I lost. I didn't have any shooting besides my gaunts. When my flyrant finally got into cc with his warriors, I failed to sweep and he teleported them safely away with his mono. I mainly lost because he rolled well for his saves. His NB passed about 10 inv saves to wipe out my 3 carnies.
Last edited by jy2; August 30th, 2009 at 20:49.