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I was playing my Space Marine using son again in a 1000 point game. I had 4 Destroyers, 20 Warriors, 7 Immortals and the Lord tricked out with a Phylactery, Warsycthe and Res Orb. (That is my ENTIRE Necron army so far so no flak. I know I need more!) My son at 11 years old is an evil genius and is a good tactician, so he changed his deployment against me. He knows that many of you gave me advice to move and shoot so here's what he did: He put his one Tactical Squad in a Drop Pod, he took a Vanguard Veteran Squad, he put another Tactical Squad in a Rhino with Captain and held his Scouts in reserve. Plus, many of his units had power swords or relic blades. So, on the first round, the only thing I see on the field for him is a bloody Rhino. He goes first and moves the Rhino ahead 12". I shoot the Rhino and Glancing hit it into a wreck. His squad disembarks and I'm too far away to kill any more. 2nd turn, in comes the Drop Pod almost on top of one squad of warriors. They get out and all but kill 5 warriors. The Vanguard Deep Strike almost on top of my Lord and the Immortals. With a Heroic Intervention, they assault my Immortals. The scouts flank march onto the table beside 2 of my Destroyers that I thought were out of harms way and dead. Next round my Lord joined the Immortals fight and lose a Sweeping advance, all dead. The short of it was, I had One squad of Warriors left in a building and two destroyers at the end and he lost his Vanguard and the Rhino. 3 kill points to two for him.
So for all of you people who say you should have a round or two of shooting before combat, don't always count on it. Any ideas on a plan against Deep Striking and a deployment of this type?
If hes running vanguard veterans hes not that much of an evil genius (no offense to him but these guys are way overpointed).
The best thing to do against any DS army is "castle up." This refers to a tactic where you put all your units in a compact area surrounded by your harder/fodder units. The necron way of doing this would have your warriors surrounding the immortal/lord squad, some destroyers behind them next to a board edge (this means the warriors will shield the destroyers and then using their superior movement you can move out to a better firing position) and maybe a monolith or two on the edges. Scarab swarms can also be added around the edges to give your warriors a cover save (these are the fodder units so keep them cheap).
Castling up forces the opponent to DS right next to you or obviously "away" from you. If he chooses to DS near you then you can bring all your 12" rapid fire gauss against the newcomers (if hes using a drop-pod w/ locator beacon and vanguard, take out the pod first. If/when you get a monolith use the particle whip to mop up power armour. On the 2nd turn, take the 2nd wave of DSers , kill them in the same manner and then his army is so weakened that you can push out towards his other units.
If he chooses to DS away from you then the whole point of DS has been negated.
The main problem with DSers is that they arrive piece by piece, and once they have arrived, they have no mobility. The castle formation allows you to exploit this.
The castle formation can be adapted to the phalanx formation where the only difference is that the monoliths go on the wings of the army. This allows a 12" killing ground in front of all your forces and means that if a warrior squad gets charged then the assualt unit will be exposed to rapid-fire gauss next turn (as they'll either win the combat or you'll use a monolith to teleport them out.
p.s. his tactical squad should not had killed as many as five warriors, and didn't your WBBs save some?
p.s. buy more destroyers and a monolith, they're awesome
p.s.s. I'm actually a marine player who fights necrons a lot. If either you or your son want any critique on your lists feel free to post them on the forum and PM to inform me where they are.
Hope this helps.
Some things don't sound quite right with that.
I don't have my codex with me but I thought a) half the drop pods (in this case 1) had to come in turn 1, the others are then held in reserve normally. And b) vanguard veteran squads can only use heroic intervention if the deepstrike using jump packs.
Like I say, I might be completely wrong but these two things might have swung it a bit.
Castling up is a great idea. The Vanguard do have Jetpacks and can use Heroic Intervention. For anyone who doesn't know what that is, instead of shooting only in a deep strike, they may assault only instead. I did get some WWBB on the first turn, two to be exact, but in the end, it didn't help me. I know, I know, more destroyers, monolith, Ctan. I really don't want to soak any of my meager earning into Necrons until the new codex shows me better what to buy. I don't mind buying more Destroyers though. Dheorl is right about the Drop Pod in the first turn. My son was wrong and now we know. We went by the old rule "no reserves in the first round (unless it's Daemons of course..). In his defence, he just got the Drop Pod and that was the first time he used it. I'm not sure how others play the Vanguard, but my son has tremendous luck with them. Maybe over priced for what they are, but still seems a good unit.
As for our army lists:
My Son's Space Marines:
5 man Vanguard, 1 Drop pod, 3 Captains, 1 Chapter Master, Marnus Calgar, 1 Librarian, 4 -10 man Tactical Squads,
1 -7 man Tactical Squad, 1 -5 man Devastator Squad, 1 Razorback, 1 Vindicator, 2 Whirlwinds, 5 man Sniper Squad,
6 man Sniper Squad w/ Telion, 7 man Scout Squad (assault), 1 Predator w/ Chronus, 2 Dreadnaughts,
5 man Terminator Squad w/ Cyclone Missile Launcher, 6 Terminators w/ H. Flamers and Chain fists
My Necron List:
1 Lord w/ Res orb, 20 Warriors, 7 Immortals, 4 Destroyers
I was told to build a Monolith until I can afford to buy one because we play friendly games only. I plan to make one out of plasticard soon. Bear in mind that my son wanted a troop attack in this case. He could have had a vastly different list if he wanted one. He said he was trying to be nice to me in the first place. Aren't kids fun?
Vanguard veterans are very hit or miss. They are basically assault squad that pays extra points for the heroic intervention. Now if you have paid extra for it you want to use it, but that requires trying to deep strike within 6" of enemy unit. It works a bit more than 33% of the time, but with 2d6 scatter the odds are that you end up out of assault range or simply rolling on deepstrike mishap table...
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1