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Thread: necron faq

  1. #1
    Member Red_Storm's Avatar
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    necron faq

    i currently play tau and i'm thinking about gettting the necron codex. i'm not sure about any of the pros/cons of the necrons though. could someone give me a little basic overview of necrons? i know they're shiny skeleton guys with cool-looking guns that were created by these big ole gods. :yes: thats about it

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    We can't post rules here and the pros/cons have been covered in many topics. I would suggest three things when starting an army:

    1. Go look at the codex. Most stores have an in-store copy they allow you to look through before you buy. If you're familiar with the general rules you should be able to get a decent idea of the army unless the codex is as complicated as the Chaos codex (which it definately is not).

    2. Search the forums on this site for the topics you're looking for. In this case, the pros/cons of general Necron strategy are covered in a multitude of topics.

    3. Go to the Articles section of this site and read through the Necron articles. I know there used to be four or five on general startegies and specific unit strengths/weaknesses.
    I do not criticize. I do not offend. All I offer is my opinion which means only as much as you make it.

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    Lord Creampuf,, congrats on your newly acquired seniority!!

    As per the question, here's a quick summary of necrons (and please, consider the fact that you CAN create something very different, like with any other army, it's just necrons how they are most often played)

    Necrons are a shooty army, very resilient because of their special rules.
    They rely on a lot of infantry with rapid attack on the side.
    Only one vehicle, the monolith
    Again, plenty of special rules, but overall, the army is quite simple because every unit is pretty straightforward.

    It's an army that is not too hard to play for a newbie, but takes a lot of practice to achieve good results with because of their specific (and intertwined) strengths and weaknesses.

    Hope it helps!!

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    What weaknesses do the necrons have exactly? Cuz I feel like they're an army created for Americans: nearly unkillable, teleporting, and with powerful guns.

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    Senior Member Evil von Doomstein's Avatar
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    The weakness of the Necrons is their lack in high AP weapons, and the limited choice of units. However the units they have however each perform their role well.

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    The Pacifist Wargamer Quick's Avatar
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    Quote Originally Posted by Yoohrand
    What weaknesses do the necrons have exactly? Cuz I feel like they're an army created for Americans: nearly unkillable, teleporting, and with powerful guns.
    Ouch. Not the Americans quote, but the Necrons.

    Necrons have their fair share of weaknesses:
    In general, they are low on numbers, because they have one of the most, if not, the most expensive basic troop in the game. (If you don't count Grey Knights, which are really just well-equipped Space Marines)
    Necrons have very few truly powerful Lascannon-eque weapons, rather, they rely on massed, concentrated fire to destroy anything. Low Armor-save troops can be quite a handful for Necrons.
    Aside from their numerous abilities to teleport, Necrons can be quite slow, lacking a true transport.
    Many unit types are specialized, similarly to the Eldar, and require support from other specialized units to function optimally. Needless to say, all of these units are quite expensive.
    Strictly from a play experience point-of-view, the Necrons also suffer from lack of variety. You can play against the Eldar a dozen times and face a dozen completely different armies. Once you play against the Necrons a dozen times, you have learned pretty well what they are capable of and have probably memorized the Necron Codex.


    WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons

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    Heavy Support is a Killer

    What I have found with my Necron army is that they have two main flaws.

    First: Even with Pariahs and Flayed Ones, you will be highly outmatched in close combat. In the five times I have fought Tyrranid armies, I lost four times. The Tyrranid armies would simply swarm on me and waste me in hand to hand. I am afraid of the beating I am going to get when I finally play a Black Templar army *shudder*. Personally, I don't even bother with close combat Necrons. Pariahs are nice but they don't count towards phase out and flayed ones are ok with their terrifying visage, but just not worth the points. You'd be better off with immortals, I run two squads of five and in ranged combat, they are priceless. In short, keep your distance and take down as much as you can with destroyers, immortals and heavy destroyers. The nightbringer is the only close combat unit I would trust and he just costs wayyyyy too much to bring out, at least in my mind.

    Second: I don't care how many Lords with Ressurrection orbs you run, any army with a lot of heavy weapons is going to kick you in the teeth over and over...especially IG with their cursed ordinance weapons. The only counter to this that I have found is to run scarab swarms with disruptor fields (automatic glancing hit on a roll of 6, no matter the armor value). I have a squad of 7 bases of scarabs that I use to tank hunt, with 21 dice to roll those glancing hits, you should glance at least 3 or 4 times per roll.

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    Quote Originally Posted by briancv
    What I have found with my Necron army is that they have two main flaws.

    First: Even with Pariahs and Flayed Ones, you will be highly outmatched in close combat. In the five times I have fought Tyrranid armies, I lost four times. The Tyrranid armies would simply swarm on me and waste me in hand to hand. I am afraid of the beating I am going to get when I finally play a Black Templar army *shudder*. Personally, I don't even bother with close combat Necrons. Pariahs are nice but they don't count towards phase out and flayed ones are ok with their terrifying visage, but just not worth the points. You'd be better off with immortals, I run two squads of five and in ranged combat, they are priceless. In short, keep your distance and take down as much as you can with destroyers, immortals and heavy destroyers. The nightbringer is the only close combat unit I would trust and he just costs wayyyyy too much to bring out, at least in my mind.

    Second: I don't care how many Lords with Ressurrection orbs you run, any army with a lot of heavy weapons is going to kick you in the teeth over and over...especially IG with their cursed ordinance weapons. The only counter to this that I have found is to run scarab swarms with disruptor fields (automatic glancing hit on a roll of 6, no matter the armor value). I have a squad of 7 bases of scarabs that I use to tank hunt, with 21 dice to roll those glancing hits, you should glance at least 3 or 4 times per roll.
    If we let anyone get into CC we're pretty much screwed. Sure we're hard to keep down, especially with an orb, but we can't take anyone down either. Necrons are a shooty army, less so then the Tau but more than most other armies. Our goal is to keep out of CC but if we're stuck then teleportation is the only assistance we have.

    I love scarabs!! I can't tell you how much I love using them. I typically field 2 full squads of them, one to counter CC units, and the other for tank hunting. Kill one tank and the entire unit just got their points back and more! They are also perfect for taking out heavy weapon squads. A full unit of scarabs can keep most units tied up for a long time. I find them perfect for creating a blockade of CC that blocks LOS. Against Tyranids just throw them at their front lines. Sure you're not going to prevent the inevitible rush but you may stall it for a round or two as they have to run around the CC or get stuck in it themselves. Getting one more round of shooting before CC is the name of the game for Necrons. Basically ignore any walking TMCs and concentrate on the closest unit to prevent CC as long as possible.
    I do not criticize. I do not offend. All I offer is my opinion which means only as much as you make it.

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    Senior Member Deltaguard1894's Avatar
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    I kind of have a necron army. Ive put the models together just because I love their appearance and cool backstory, I have however played them, so maybe this will help.

    IG: If I take no armor, and just spend points on heavies, Im golden. While the flayer gives me no armor save pretty much, my heavy return fire, roughly 1 weapon for every 10 men, squad wise, and HW platoons, ill put down a good 5-10 a turn, about half of which will stand up with the res. orb. My point is, the more saves they take, the more that they fall, and while I cant outshoot em law to gauss, I very well can with my heavies and specials, hands down. Oh and CC wise, a souped up officer or priest will send some mechanical ass back to the Ctan. people that take a lot of armor against necs are asking for trouble however, as any gauss weapon can cause a glancing hit there.... so treadheads may not do as well.

    Tau: same as IG pretty much with a bigger threat bc of the suitts

    Orks and Tyranids: The asswhompings I have witnessed by the orks and nids onto crons is astounding. it doesnt matter how much you thin the tyranid squad numbers, theyll overwhelm you as will the orks, given the right amount of strategic know how, additiionally, their arty weapons, like lobbas, cannons, zaps, etc take a toll on the nek warriors and can spell doom for any close packed phalanx formed infantry, of which necs have a lot.

    Marines: heh... marines suck against necs, that is my opinion... i dont care what color templar you got, unit size, reliance on vehicles, and armor makes them prey for necrons...

    Dark eldar: This army should be sent the way of the squats... no u know what? Bring back the squats and send these would be goths to oblivioun, i hope necrons eat them...

    Eldar: OOk, variety in composition of force makes em difficult to deal with, nuff said.

    Overall: Necs are a good army, strong main unit, a few specialists that against the standard army can cause some havoc, they lack transport, adaptibility in tactics, and most of all, numbers. Ever since they came out, this has been an issue, for a nec player, i advise you to watch your opposing army play, learn what they do, react preemptively, you know the guard will shoot? Deepstrike a monolith and let it do some dirty dirty, you know the orks will rush? Bound back as you blast them with the static line and destroyers, Swarming nids?Well now your pretty F**ked.
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  11. #10
    Junior Member briancv's Avatar
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    A quick word on the monolith. The monolith certainly has its uses, espcially if you are facing someone who relies on very little in the way of vehicles and masses their troop choices together like some hippy style bonding experience. Armies like that deserve to have the gauss flux arc shoved down their throats. However, I think its most effective use is when you are playing someone who is young (<14 or so) and has no clue what the monolith does. Reason: it is such a large and imposing model that they automatically think it is some awesome piece of equipment (and sometimes it can be, don't get me wrong, I am just saying "usually" here). This causes the monolith to become a 235 point piece of cannon fire. When you play people not experiences with the necrons, this becomes good because they begin to focus fire on the Monolith and leave the troops that count towards phase out alone. Sometimes though, I wonder if having the Monolith in anything smaller than a 2000 point army is really worth it. I don't know if anyone else has any ideas or opinions on this, but I think that you would be better off throwing in more warriors or destroyers than paying so much for a giant bulls-eye.

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