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Necrons are a shooting based army and lack CC ability in their standard troops. Im posting this fourm to figure out how most necron player deal with CC and how they beat it. Getting my necron troop squads sweeped can be a game ender so im enlisting your help and ideas on CC. if their is already a fourm on this link it to me if not share your thoughts and ideas.
Ive used and tried many things for CC, running a lord in a squad of 20 necrons with a warsycthe and ord, 12 man squads with lord orb and warsycthe, Destroyer lord with warsytch and orb in a squd of 3 wraiths(most effective imo and survivability out of CC), Ctuns(always effective but get shot down alot), 2 Wraith squads, flayed ones(fail against other melee only units but can take out weak heavy weapon squads and troop squads), large scrab squad with a detroyer lord, warsycthe and philacraty and lightning field.
discusses your favorite Necron CC units and suggestions of tactics and what i should use for diffrent point games 1000, 1500, 2000, 2500.
Space marines 6 dread army Wins: 4 ties:2 Loses:7 Modified Standard nilla marines Wins:37 Ties:8 Loses 42 Daemonhunters Wins:3 Ties:0 Loses:1 Full assualt concept army wins: 6 Ties: none Loses: 2
At 1500 points or more my close combat consists of Necron Lord; scythe, destroyer body, res orb and phase shift, the Deciever and a Tomb Spyder with claws and a swarm. At 2000 points plus it will see my Pariahs (maybe, I have about 160 points in a 2000 list and testing the possibilities.)
My Deciever will be counter assault, hiding so he does get shot at and goes for the biggest cc threat as it closes. Ignore anything poisoned and that will probably kill him in a single round of CC. He will honestly 9/10 times win combat against pretty much anything. General rule is always avoid being locked in combat during your enemies assault phase. Leave and return to bring the pain. Also it gets the most out of your shooting and an extra attack. Also he will try to pin units to make them useless.
The Lord goes for anything small but with power weapons and invulnerable saves, half a squad of terminators/demon prince etc. And the Tomb Spyder is for the standard marine equivalents with no power weapons. With 5 wounds thanks to the swarm and T6, he will either kill the unit or hold them up long enough for you to kill it with something else or run away from there. Also WWB is increase which can be useful.
The Pariahs sometimes make it into my 2000 point list and again these guys are anti assault. Generally I find 4 is the sweet spot at 2000 and 5 any higher. These guys love TH/SH or power fist terminators, or anything slow an big. Keep them hidden like the deceiver until you use them. Also abuse the leadership zone on them. Keep any combat units near them, to force already bad leadership to be horrid with combat resolution.
At 2000 points I make use of the Deceiver's dread if I can't close the gap on my turn to keep units alive long enough to get away somehow.
Monoliths are also your friend in a CC list. WBB re-rolls and teleporting out of combat every turn is a nightmare for everyone. I generally run two for the reason that any non CC units lives after getting assaulted, it gets out fast and they don't even get consolidation which makes it entertaining to blast them afterwards.
My best 1850 list and heavily proven to win (for me alot) is this:
Lord+Orb+Chrono(because I had 10 pts)
Anything higher this is my CORE army! Anything lower, I consider removing wraiths, maybe even the lord.
Strategy: Hold the warriors back, honestly with 5th edition and them being so weak in assault. I Hide them in cover, hold them back until the last possible push for objectives. The 10 destroyers are your firepower, 15 would be awsome if I owned 5 more. The Monolith serves two purposes; First is to blast targets away and portal as necessary. Charge head into the enemy with the Monolith. 2nd: HIDE the Deceiver and the 3 Wraiths behind it...no LOS, means no shooting my bad boys. Once the monolith is closer the Deceiver can assault and the wraiths add a nice 12 attacks to go with his 5 (because of +1 on assault). Else your wraiths are so fast moving they could pick another target. The wraiths have proven to be a great tie up unit as well as giving up wounds.
"There is only do, or do not. There is no try." - Yoda
In my "standard list" I usually run either:
1) Minimum CC power of Lord with Orb and Gaze of Flame. The function of this lord is to sit with one Warrior squad. If charged by a normal CC troop gaze and Lord will turn the tide alone. If charged by a dedicated "deathstar" CC unit (like CC termies) gaze and lord will delay them for round or two.
2) Lord with Warscythe and Gaze of Flame supported by a bodyguard of 5 or 6 Pariahs. This unit is great for chopping up TH/SS Termies and with gaze can actually survive a pretty well equipped deathstar unit for round or two. Plus its great fun to see Hive Tyrant or Farseer with Warlock bodyguard refuse to charge them...
3) Destrolord with Warscythe and Gaze of Flame supported by 5 to 10 Scarab Swarms. Great fun. Especially if you equip the Scarabs with D-fields for munching up tanks.
Anyway, when equipping CC lord always take Gaze of Flame. Really. It is that good.
Last edited by Polaria; November 30th, 2010 at 20:03.
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
I used to be iffy about necron combat, but I now ALWAYS run a unit of wraiths. even if it's just 1 or 2 I always take them. Why? Because they usually earn at least double their points back. Examples:
- 1 Vindicator, 2 Rhinos, 5 man-marine squad
- 2 Vindicators, 1 Razorback
- 1 Vindicator, 4 terminators
- Devastator Squad
- 5-man Dark Reaper Squad, 5-man ranger squad
- 2 Leman Russ Demolishers
- Deathstrike Missile, Autocannon H-Weapon team
- 3 Hydras
- Battlewagon, 7 Boys
That is WAY too good a record to not run them. However they also do dramatically worse if I run more than 1 squad. So NEVER run more than 3. EVER.
Ye Old Necrons (R.I.P.) (7000pts) W52 D5 L9
New Crons!!! (5000pts) W1 D1 L1
Blood Angels (2500pts) W4 D0 L1
First of all let me preface this with saying that I have been playing 40k for years but only with the same small group of friends, and one tournament. That being said the most effective cc configuration I have come across is more of a preemptive strike. You take as many flayed ones as you feel comfortable with (I normally roll with ten), put a Lord with the group who has at least a war scythe and a rez orb - but if you have the points I would definately fill out his 100 pnt limit - then you put the whole squad in reserve and take at least one monolith. Once you have started the game you get that monolith to deep strike right into the middle of your opponents forces so that the flux arcs will deal massive amounts of damage to all surrounding units and then you charge your cc unit at whatever dares to stick its head up first. This tactic normally destroys any plans that the enemy should have and buys you at least two rounds to set up the rest of your army while they try to destroy what has been placed in front of them. Hope this helps
"There is only do, or do not. There is no try." - Yoda