Arts of the Red Harvest: Annihilation - Warhammer 40K Fantasy
 

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  1. #1
    No Life King Alzer's Avatar
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    Arts of the Red Harvest: Annihilation

    Hello again servants of the Star Gods!

    This week we are starting a few threads focusing around missions and deployment, and how we as Necrons respond to these situations.

    Over the eons, many functions have been given to the overseeing lords of a Necron force. Among these, there is one true and original purpose, the reason the Necrons came to be. The Red Harvest. Undying soldiers of the C'tan go to war, with the only order being to slay all who oppose them. This may be to destroy the obstacles in the way of a greater goal, the annihilation of a begrudged foe, or a culling to feed the eternal hunger of the most glorious C'tan. Above all, the end result is a well deserved death to whatever mortals are unfortunate enough to face the wrath of a Necron assault.

    So Necron Players, when it all comes down to it, and you face the meat-grinder, how do you advance? What sort of units do you find most effective, and how does the movement of these units on the battlefield specifically relate to sating the C'tan's hunger for you on that day?


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  3. #2
    That Which Has No Time Red Archer's Avatar
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    My suggestion, unfortunately, will be a particularly unfluffy one. In order to win a mission of annihilation one need not obliterate the entirety of the opposing force. All it takes ruleswise is killing one unit more than you lose...

    For that reason, Annihilation is probably the easiest of the standard missions for Necrons to win. They have only few units, and those which they do have are quite tough and durable. Moreover, most armies have transports while the Necron do not. This may appear to be a disadvantage -which generally it is- but in this case it turns to an advantage: transports are easy targets and quickly killed, awarding easy kill points - a vulnerability Necron forces do not share. Thus it is very hard for opponents to score kill points against Necron armies...

    The tactic i usually suggest for annihilation is to snipe weak targets and spend the rest of the game in hiding or flight once you are ahead in score. It is unfluffy, but very effective. Towards this aim, destroyers are (as I keep saying at just about every occassion, my apologies for that) the best choice. They can engage the enemy at range, thus not taking too big a risk, while their enormous firepower will take out weak targets reliably, and their awesome mobility grants them the ability to withdraw in time to avoid serious retaliation.

    I would not suggest advancing your phalanx. Try to keep safe and in hiding, avoiding dangerous assaults and close-quarters engagements while sniping kill points with your long-range guns. This is -of course- not a viable tactic against barrage-heavy Imperial Guard builds, for example, where hiding is futile and being at a distance is a huge drawback. In this case a head-on assault is certainly the better alternative.
    Deploy your main force packed tightly together, maybe split the destroyers off to march them up on a flank so as to be able to target side armor, but the more compact you are the better.

    The monolith, of course, is a very good choice against most opponents as well: hard to take down, good to protect your army, able to snipe weak targets at decent range.
    Last edited by Red Archer; February 17th, 2010 at 18:36.

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    Senior Member Dark Trainer's Avatar
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    I totally SUPPORT Archer on this one! I won 3rd place general simply because I got a Draw, a hard earned victory, and then my last victory was Kill points against a guard MECH army. My full list only offered 9 KP's and that's assuming they would wipe my whole army. I received a crushing victory for it! Annihilation is just OUT shoot and hide.
    "There is only do, or do not. There is no try." - Yoda

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    For me it consists of dispatching a few specific units to pick up easy kp's in the form of weak units such as snipers, and then spend the game running away with my main phalanx trying to pick up as many extra kp along the way.

    Even when I'm running away I do still play reasonably offensivly, always trying to set up new firing zones etc rather than litterally just running.

  6. #5
    Son of LO Polaria's Avatar
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    Quote Originally Posted by Red Archer View Post
    My suggestion, unfortunately, will be a particularly unfluffy one. In order to win a mission of annihilation one need not obliterate the entirety of the opposing force. All it takes ruleswise is killing one unit more than you lose...

    For that reason, Annihilation is probably the easiest of the standard missions for Necrons to win. They have only few units, and those which they do have are quite tough and durable. Moreover, most armies have transports while the Necron do not. This may appear to be a disadvantage -which generally it is- but in this case it turns to an advantage: transports are easy targets and quickly killed, awarding easy kill points - a vulnerability Necron forces do not share. Thus it is very hard for opponents to score kill points against Necron armies...

    The tactic i usually suggest for annihilation is to snipe weak targets and spend the rest of the game in hiding or flight once you are ahead in score. It is unfluffy, but very effective. Towards this aim, destroyers are (as I keep saying at just about every occassion, my apologies for that) the best choice. They can engage the enemy at range, thus not taking too big a risk, while their enormous firepower will take out weak targets reliably, and their awesome mobility grants them the ability to withdraw in time to avoid serious retaliation.

    I would not suggest advancing your phalanx. Try to keep safe and in hiding, avoiding dangerous assaults and close-quarters engagements while sniping kill points with your long-range guns. This is -of course- not a viable tactic against barrage-heavy Imperial Guard builds, for example, where hiding is futile and being at a distance is a huge drawback. In this case a head-on assault is certainly the better alternative.
    Deploy your main force packed tightly together, maybe split the destroyers off to march them up on a flank so as to be able to target side armor, but the more compact you are the better.

    The monolith, of course, is a very good choice against most opponents as well: hard to take down, good to protect your army, able to snipe weak targets at decent range.
    Very good tactic and not even as unfluffy as you make it seem... Necrons are out only to score kills, not to take ground, not to conquer and certainly not to make friends. The fact that our army list has a lot of stuff dedicated purely for fast hit & run tactics (destroyers of both types, wraiths, scarabs, flayed ones...) just reinforces the point. Get out there, kill just enough enemies to crush their morale and vanish, leaving the dishearted enemy survivors retruning home spreading their horror stories. Thats how necrons roll

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    Senior Member the_pariah7's Avatar
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    Damn Red Archer, you beat me to it.

    This is one of the areas in games where necrons really shine. Whether you appreciate it or not, the cost of our units pretty much forces us to field fewer units than most armies and this ensures that we have smaller amounts of KPs for the opponent to claim.

    I find a typical phalanx with destroyer wings and where possible, a monolith and C'tan works effectively in annihilation missions. Exploit your opponent's poor unit choices whether they are easy targets or too small to be effective.

    However, the important thing to remember is not to field 'tiny' units that would give an opponent easy KPs. For example, scarabs, avoid taking them in 3s-5s, take them in 10s if possible. And max out the squad number on units such as wraiths and other 1-3 units to avoid a KP that is almost served on their plate.

    Destroyers... the best killing tool since the gatling gun
    Necrons W68-D13-L10 (3rd edition codex)
    Necrons W3-D1-L1 (latest codex)
    Skaven still being assembled

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