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Necrons are traditionally played as an elite shooty army and as such they often suffer from the traditional weaknesses of such an army being the near inability to deal with armies that can get you into CC on the first or second turn (speed freaks, fast 'nids and the like)
So, I was wondering how players try to balance there army lists into something that can take all comers and do well against them?
I, myself often have troubles creating such a list that retains the strengths of the Necrons AKA when I attempt to build a balanced list I often end up with something that, as opposed to doing well against everyone, is simply a bad list to the point where I can only beat much worse players.
Thanks for response.
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you'd be Canada.
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I find that I do best when I balance my core shootiness (warriors/immortals/destroyers) with Necron CC (Flayed Ones/Scarabs/Wraiths/Tomb Spyders)
The thing with necrons is that you have to build your list around a tactic, and figure out how to best apply that tactic to whatever your opponent dishes out. If you fall into, what I dub the "White Dwarf Syndrome", of allowing your tactics to always fall apart at the first sign of enemy resistance necrons lose.
Necrons are played at the tactical level...unlike IG, 'Nids, Marines, and Chaos who merely can be played at the tactical level. You can't just counter an opponent's army with your list composition and let it do it's thing on its own. You have to actually out-play them.
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We have done so once. We will do so again.
Um, I coulda swore they had ways to teleport out of CC to combat this weakness...
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Lord Nemesis: The Monolith costs far less than 300points. It costs less than a Land Raider in fact.
Not taking a Monolith means that your opponent needs to destroy about 10 more Necrons, assuming you use those points for extra Warriors (or Flayed Ones). Not sure what pros outweigh the others, though...
Veil of Darkness can teleport out of combat too.
And over there we have the labyrinth guards.
One always lies, one always tells the truth, and one stabs people who ask tricky questions.
I tend to have two main CC units in every army I build. They are usually a full unit of wraiths on one flank, and a Destroyer lord w/ warscythe with his swarm of scarabs on the other. Turbo boosting up the sides has worked on keeping the CC armies away from my main body of Warriors. I'm working on getting a squad of Flayed ones to infiltrate straight up the middle to further take care of the cc enemies. Dont know if thats what you wanted, but thats what I do.
I don't bother balancing my Necron army for CC and Shooty. Generally, my army looks like this:
30 warriors in 3 squads
6 Destroyers in 2 squads
7-8 Scarab bases
Foot Lord with Res and DLord with Scythe and sometimes a Phase Shifter (at the cost of some Scarabs)
I have 2 HtH units in this army that I use as one, and they act entirely as a speedbump. I've got 30 shots at 36" and 50 shots at 24", I rarely get into HtH unless I set it up to happen (by charging or stringing out my Scarabs and forcing a charge against them)
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-Arnoldunit Schwarzenecronegger; when questioned about the impending doom he would rain down upon the heads of his doomed enemies.
i think you're pretty wrong just here. i never go without a monolith. in fact. i've started using 2 monoliths in games over 1500pts.Originally Posted by Lost Nemesis
first off. the monolith is the best way to escape CC. as an example: i played against my friend the other day. he played space wolfs and got one of his strongest CC units into combat in turn 2. he killed off all but 3 warriors in the unit he engaged but my warriors made their morale check and so did not fall back. in my turn i teleported the unit of warriors out of CC and re-rolled my failed WBB rolls. and after that roll, instead of 3 warriors standing 3 warriors had died. and his space wolfs got shot to pieces.
that's how you handle CC units with necrons. shoot until you get charged, and in the next phase teleport out of combat and shoot again. i killed off his whole space wolf army that way, exept for a unit of 2 bikes.
if you use destroyers, immortals and lots of warriors you should be able to shoot away just about anything. especially tyranid gaunts, which don't even get a save from your gauss flayers.
and the monolith is not 300+ points, it's much less. and it's worth every point.
the list i used against my friend was this:
1x necron lord, res.o war.s
16x necron warriors
16x necron warriors
2x heavy destroyers
Last edited by Necrontyr; July 29th, 2005 at 15:14.
"I have seen you humans, trying to forge an Empire in the name of a corpse"
What I do when i'm playing is I set up everthing within 6" of the Res-Orb. This means that if anthing ever assalts everthing else will charge them which makes for quick combat. Also a big help to combat is a tomb spyder its great at holding up an enemy and the few attacks it has allow no armour saves which does help alot.
Also if your being assalted there shouldn't be much hitting you Necron are deadly at rapid fire range so you shouldn't have much to worrie about.