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Hello again servants of the Star Gods!
Sorry it's been such a long time since we had a Red Harvest article. I was running low on Ideas (see also: codex choices), needed a bit of a mental break. Anyway, now we're back in action and I'll get the topics going again!
In the dead of night, the gleaning metallic soldiers of death will strike. Materializing suddenly out of the very air, flying out of forests and over bulkhead walls. Obsidian fortresses appearing in a shock of green lightning and smoke, while hunched nightmares walk out of the dark, ignored corners of the world. The Necrons strike without notice, wherever they wish, and no force of man can foresee their arrival.
Despite the steady march of their line soldiers, many elements of the Necron army are frighteningly fast, blessed with either Deep Strike, or Jetbike movement, and a large part of playing the Necron army is utilizing the flexibility and sudden strikes allowed by these forms of movement. So Necrons, when you build a list, what aspects of this mobility do you keep in there, and once in game, how do you use it?
3 liths and a V0D that's all you need unless you plan on running destroyers.
Eradicating chav scum since 2005!
Destroyers are one of the best units in the entire game, and this is largely due to their great mobility. Necrons actually being a foot-slogging they do pack quite a lot of mobility, and this is what makes them dangerous. Every static Necron army I played against has been a very, very easy win. Every Necron army that made use of its potential swiftness sure was a hard nut to crack!
The veil of darkness is an invaluable piece of wargear. A basilisk hidden from sight can cause severe casualties among an advancing phalanx, but it won't cause a headache if there's a flying circus to take it apart. Since games are mostly about objectives the veil has changed to outcome of many a game in the Necrons favor in the very last instant. Decimating a unit that deemed itself safely locked in combat with rapid-fire after teleporting away is something every opponent will hate you for.
Destroyer bodies ensure that your most treasured guns are always where you need and where they need to hit. They are practically guaranteed to catch side armor. And they can always get away and safely stay out of trouble and even very effectively contest objectives on the last turns.
Your destroyer lord and scarabs can intercept anything and almost guarantee the charge if you want it. It is frightening for the opponent not to be sure of where you will be striking next. Wraith movement makes this even a little more awesome.
The monolith teleportation can deliver a focused barrage of rapid-fire to where no shots were to be anticipated. It can dump a squad of warriors on a objective that seemed unreachable. It can take the wraiths and your destroyer lord out of combat just so they can charge again - same or different unit: your choice!
Jetbike movement and teleportation combined in one army makes for a lot of options and for a great amount of unpredictability your opponent won't like. Mobility is even more important than before in fifth edition, and since Necrons lack the option of mechanization that almost every other army has, these fragments of mobility should be called upon in any Necron army.
Use it to get to places that seemed unreachable, to deliver shots to places your opponent did not suspect, to capture or contest objectives, etc etc... Just use it!
Indeed the VoD and Destroyers are a favourite of mine. In objective games they are especially handy where you can use your 24inch turbo boost move to contest so called safely held objectives,scarabs with Dis Fields are handy for surrounding transports and with their CC attacks always glancing on a 6 unit of 10 can usually even seriously damage if not eliminate a landraider while making 40 attacks on the charge, If the landraider hasnt moved the previous turn the you have 40 automatic hits. having them carefully placed around a vehicle will usually mean a unit in the transport cant emergency deploy without being within an inch of a model so is removed from play.Dirty but effective especially against SM Termies with a Character attached.
Wraiths are good at putting fear in the hearts of opponents and more so when used in conjunction of a monolith with the possibility of 44inch assault move.
Monolith also helps troops sieze objectives from38 inches.Something very few people expect late in the game.
They also give destroyers a potential 50 inch move to deny an objective,practically the effective maximum range of one side and end of a table to the other for objectives 12 inches from table edge.
One last great use of mobility is using a destroyer and heavy destroyer force accompanied by a Destroyer Lord with 2 units of both Heavy and ordinary destroyers sweeping down one flank of an enemy while watching their game plan rapidly disappear as they are flayed atom from atom.
Last edited by KJSparkz; November 3rd, 2009 at 00:27.