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Hey fellow Necron brothers! I've been playing an SM friend who has the advantage of switching all his tact squad's weapons to bolt pistol and CC weapon, as well as getting Furious Charge (+1 Str, +1 Init during charge) for having 0-1 bike squadrons and no allies (no big deal... I often wonder about these disadvantages...).
So I usually do very well decimating his squads in firing lanes, but on a 4x4 table, it's *really* hard to avoid CC range especially if my warriors are moving towards objectives and rapid firing only. if I stay put and use my 24" range, I can't get to my objectives, whether table quarters or loot... Usually, early in the game I'm winning, and in the last 2 turns, he gets into CC (I either have to holdthe objective in the last 2 turns and he'll get next to me, or I miscalculate how far 12" is (6" move, 6" charge)...
The only counter I have so far is the Lord's Veil of Darkness and using a Monolith... but Monolith is only for games over 1500 pts, and the Veil is quite expensive, and scatters quite a bit on a 4x4 table for 1250 pt games...
Thus, my dilemma is how to avoid the *29* Str 5 hits that happen when I get charged (2 base attacks, +1 charge for 9 models, and the flamer guy only gets 2)... my warriors have been pretty resilient, only falling 3-4 per assault, and getting half of them back, but eventually he wipes me out either by sweeping advance or something else...
The termies are even worse... 5 of them, 4 power fists and 1 power weapon... furious charge... 15 power weapon attacks...
Need any help I can get on either avoiding CC, better maneuvering while still being able to walk to objectives and claim them, or getting out of them...
First of all, don't start walking until it is really needed.. I usually don't move my warriors at all, and get table quarters and such with my Destroyers.. One Turbo boost, and they're right where they should be.
Yes, the Veil and the Monolith are the only way to get out of CC... However, I believe we're the only ones who can actually leave CC... Which is an advantage. Whenever you go against aa CC-oriented army, get either veil or monolith, or both.
Now, you can also try and keep a tomb spider nearby... A particle projector would be nice because of the 3+ saves the basic units have.. And trust me, your opponent really don't want to mess with the tomb spider.
You can also try to use Wraiths more efficiently.. They can be devastating against a small unit. With the 3+ inv save, they can hold out quite long.. Just make sure you either use a full squad of 3 Wraiths, or none at all.
I hope this helps!
The cheap way is to simply throw scarabs into one squad and then gun down the other. Don't put a particle projector on your tomb spyder unless GK show up. The tomb spyder is still hitting on 4's and wounding on 2's so you want as many attacks as possible. Against the terminators I would suggest either two heavy destroyers, lots of gauss or shoot him until he makes the mistake of dropping the power weapon terminator and then assault him with pariah.
Something to keep in mind is that Sweeping Advance only happens if there are models in BtB.
Essentially, if Your opponent inflicts enough casualties, remove them all from BtB contact. You won't be able to strike back (since You no longer have any models that'd count as "engaged"), but he won't be able to Sweep once You fall back... Leaving those Necrons alive for a while longer.
Of course, if the opponent doesn't inflict enough casualties, remove them from the rear of the killzone so that You still get the attacks back and thus the potential to draw (or even win) the combat. If You still lose and get Sweeped... Them's the breaks. =/
As a Tyranid player I plan around this by trying to use Gaunts in concert with TMCs or Tyranids with Rending Claws... The TMCs/RCs inflict casualties and win the CC, the Gaunts outnumber and force fallback. It's unlikely that enough casualties are inflicted to take the Necrons out of BtB of both the Gaunts and TMC/RCs, and thus I get to sweep and the Necrons die... After all, most Necrons would require 5+ on a D6 to score better than a Gaunt with AdrG Init if I horribly failed and rolled a 1.
Thus for the Necron player it would be important to ensure that I do not get to assault him with multiple units.
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."
Yeah, Nids are a hard one to beat, once you get into assault... One of my close friends play them... and I've been trying the "remove B2B" method to avoid being swept... so far results aren't too bad... he usually causes enough wounds for me to remove all B2B... and then they come back up the next turn (I have res orb).
Thanks for the suggestions all!
I believe in the assault rules it is compulsory to take wounds on units that are in b2b first, then take the ones that are 2" back. Correct me if I am wrong, I will check the BGB when I get home.
Wednesday nights at GW (Ontario Mills in Ontario, CA)
4-7-05 - SoB 1200, S&D Omega, Opponent was new.
4-7-05 - ME! Chris beats me again with his space wolves (he is a good palyer without his eldar).
You can take casualties from anywhere in the 2" range, so if you wanted to you could leave the troops in BtB alone (so long as you had enough troops within 2" to cover the amount of wounds that got through.)
Gyauayuayuayua! Ja! Ve vill crush da little girly men in deir little girl men awrmor! Ve vill see owur enemies driven befowur us, und hear da lahmentaytions of deir wemen. Und from owur home planet, de stayte uf Califowurnia, ve vill lawunch owur mighty offensive. Even if you kill us, ve'll be bach!! Gyauayauyauyauyau!
-Arnoldunit Schwarzenecronegger; when questioned about the impending doom he would rain down upon the heads of his doomed enemies.
Yeah, Goj is right... I thought it was only remove from b2b also, but double checked it and the wording says anywhere in the 2" "kill zone"
Now the question is, how to avoid CC altogether, especially troops with wings or jetpacks...
There is no way to avoid CC, unless you:
1-Kill them off before they get in
2-Out Manouver them, then #1
3-prey they deepstrike off the table edge.
Just keep a Orb neraby, and you will be fine, and pariah's are a BIG point sink, even though termies are more. Just try different tactics, even if you don't win, try to learn from mistakes. Good Luck!
<span style='font-size:8pt;line-height:100%'><span style='color:black'>Order Of the Black Rose</span>
<span style='color:red'>Blood God's Initiate</span></span>
I think I'm going to not use the orb and give the Lord destroyer body and veil so it can teleport people out of CC... only the Terminators have power weapons, and I think I can outmaneuver them... hopefully...