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I'm just figuring out Necrons, so I am trying new things. Today I played a 1vs2 match. My opponent was playing 2000 points of Blood Angels, my partner was playing 1000 points of White Scars Marines and I was playing 1000 points of Necrons. So my list was designed to screw with terrain, so I took Orikan the Diviner with his Temporal Snares, a C'Tan with Writhing Worldscape and two Transmorgteks with Tremorstaves (one had the Harp). The idea was to really put the boots to our opponent on turn one with the Worldscape and the Snares. The idea of this synergy really worked against the Blood Angels who are usually a fast army. On top of this, his deep striking units and jump pack guys started getting picked off by dangerous terrain tests. I have to admit, this strategy really has potential and worked well in the game I played.
I kept the C'Tan behind a building until my opponent came closer. About round three, he came through the building and beat a Death company Dread. Next turn it was a drop pod, then on the 5th round he took out the last Librarian Dread. The C'Tan is expensive because you have to take two pieces of wargear on him, so you are looking at over 200 points. But if you keep in perspective what role you want the C'Tan to play, he may be worth the points. The first time I played the C'Tan, my opponent's drop pod landed in front of him, the Sternguard got out and shot him full of Hellfire rounds. He died and was cheap funeral. But this time, I just wanted to keep him safe so the Writhing Worldscape could do it's thing and it did. The C'Tan simply waited for all of my opponent's units to be in play and he picked his targets wisely. In that case, the C'Tan was a winner.
I don't think the C'tan Shard is an easy discussion to have, there's no way to quantify the effect Worldscape will have on a battle. I mean, it's a huge benefit forcing random movement upon an opponent, let alone possible dangerous ('1's) and even more dangerous ('1's and '2's) tests on opponents. At what point can you assume "Yeah, disrupting my opponent's formations is worth N points." It can be said that C'tan are horribly overpriced, because they are, but whether or not Worldscape makes up for it, I think, is impossible to determine except with experience.
I've said it before, and I'll say it again. I'd love to hear more players' experiences on the matter!
I recently used the C'tan in a similar way, giving him Swarm of Spirit Dust and Writhing Worldscape. Then... he just sat in the middle of some deep ruins for most of the game. Was it a waste of 200+ points? I suppose, but the effect he had was devastating.
My opponent in that game was typical Grey Knight cheese and I ended up winning, both in Kill Points and in old-school Victory Points. The reason was the Writhing Worldscape made it harder for him to choose movement, where-as I positioned my Immortals and Warriors in cover. Several times he seemed conflicted: Does he go after my infantry, but risk Dangerous Terrain? Does he go after my C'tan, risking the same but trying to remove the threat? He had some range, but there was so much cover that it was hard to get past it. The C'tan not only changed the game on the board but became a distraction, as he pondered trying to root it out of its hiding place.
I suppose 200+ points to change the game on the board may be considered wasteful by some, especially in competitive play. However, the effect could not be ignored and I'll have to try it again. The only thing I might consider changing is to get rid of the Spirit Dust (20 points for a 3+ cover isn't that great) and replace it with something ranged (Pyreshards might be good). That way the C'tan can do something if a threat starts to get closer. Also, once most of the major threats are gone, don't ignore the fact that a C'tan is still a beast in CC... and immune to ID.
I was thinking of starting a thread about Tremorstaves, as I'm considering taking some Crypteks with them in some future games. But since this thread is of a similar nature, I'll just ask here.
If you've used Tremorstaves, how well do they slow down the enemy forces? Does it make much of a difference to infantry? Do opponents worry about moving vehicles, jump troops and jetbikes while they're in 'difficult/dangerous' terrain, or do they just move them regardless of the danger anyway?
In essence, are Crypteks with Tremorstaves worth using up some Cryptek 'slots'? Is the inconvenience they cause worth the trade-off of less Eldritch Lance firepower?
"Peace, through superior firepower."
Regarding vehicles, I personally would probably just keep doing whatever I was doing with them.. If I fail a dangerous terrain test, then it's effectively as if you glanced me in your previous turn, since you did shoot at me.
Just as an update to this thread, I tried this same technique recently against an Ork player and man did it ever work well against Orks! The thought being, Orks are an army who really shine up close so slow them down to win. On the first round, with Orikan's Temporal Snares and the C'Tan's Writhing Worldscape, the entire play area is Dangerous terrain for the enemy. So if the Orks move at all, they have to take dangerous terrain tests. My Ork opponent only had two Trukks and 3-4 units on foot. I figure on his first turn, I thinned his army out by 1/5th as he rolled a fair number of ones. One of his Trukks became immobilized on the first turn as well. In the rounds that followed, I kept hitting his biggest units on foot with the Tremorstaves, so when he moved them next, they would have to take the dangerous terrain tests. On top of all that, his foot units would have to take difficult terrain tests, which slowed them all up in my shooting "danger zone". In this 1500 point game, I lost one Scarab swarm, 2 Immortals and 3 Warriors. It wasn't even close.
Against hordeish assault army that is a very good result. What is the second power on your C'tan by the way? I was thinking Swarm of Spirit Dust might be the best for Writhing Worldscape C'tan as the Stealth rule and defensive grenades do a great deal in protecting it from enemy... especially if you hide him inside area terrain which he then makes dangerous for others
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