Welcome to Librarium Online!
Hey all, just thought that I would pose a problem to pick your brains. I've been playing a friend of mine who's recently picked up the Space Wolves. For some reason I can't seem to beat him. He's been feilding Terminators with Assault Cannons, which speak for themselves seeing as how Rending can be a pain removing our first save. Another problem I seem to be having is the blood claws and long fangs. His blood claws usually have many powerweapons in them and the long fangs with 2 Lascannons with 1 HBolter. Then usually 2 HQ's (one a v. Dnaught)his scouts (grr sneaking in from the rear) and some sort of Armour. The funny thing is, I can't seem to fire enough firepower to shoot down the bloodclaws, and be able to kill off the long fangs with out having to worry about the Terminators. Was wondering if you guys had any suggustion on what to take as seeing I will probbably have to play this opponent tonight. Thanks guys!
Eh tried that, besides he's now got a new trick up his sleeve, Bikes with power weapons meaning now he can get into CC a lot faster. This is never good for a Necron player. While we can stand for a while, it surely makes it difficult to survive. Having played my foe tonight. He wanted to play around with the 13th CO rules, which in fact does hurt a lot apparently. However I am noticing the potential for him to incorporate his bloodclaws on bikes in the near future...Any suggustion, aside from not playing with Escalade/Reserve missions seeing as how that was my major problem tonight... Silly not rolling a 3+ or a 2+...*sigh*
from my experience, necrons tend to do pretty poor in cc... unless u have a c'tan... your lord has an upgrade, something like a lightning arc (sorry cant remember the name, dont have the codex with me at the moment), that might help u in cc... or take the veil of darkness and teleport away everytime u are in cc...
You must learn to use Necron tactical mobility, or teleportation as it's more commonly know as. The monolith can teleport a unit almost 24" in a single turn, the VoD can teleport any distance each turn. That's two units pulled out of CC each turn.
Here's my plan:
Place your monolith as the front-line (face portal towards YOUR front lines).
Place your phalanx behind the monolith.
Place your lord behind the phalanx.
Place your H. Destroyers and Destroyers behind the lord.
Place a unit of scarabs with D-fields on the flank.
Things to remember:
--The monolith blocks LOS for all movement but not for shooting. His CC troops will have to run around it to get into CC with you. When they attempt to do so tank shock them next time to break their lines.
--If you take a lot of shooting casualties teleport the unit through the moolith to get more WBB saves. Keep the portal facing you so your troops are still protected by it.
--If you get into CC turn the monolith so the portal is facing away from the CC and teleport your troops out.
--Don't move the phalanx until necessary to maximize shooting.
--Turbo boost the scarabs on the first turn to the long fangs and assault them on the second turn. They're guaranteed to die before the end of turn 4, but either way your monolith is now almost completely safe.
--Shoot any transports with Destroyers and H. Destroyers on turn 1. Space Wolves typically use a lot of rhinos to get the Blood Claws into CC faster. Blasting the rhinos first-thing will make them walk into battle.
Good teleportation is the key to all Necron success. It took me a long time to learn this so save yourself the heartache and lost games and learn it soon.
I do not criticize. I do not offend. All I offer is my opinion which means only as much as you make it.
Yeah, that is a tough list for the crons to beat. That is cron killin list.
I have a few really good ideas though...
-Have a screen of Warriors, that slows them down a bit.
-Make sure you have total Res Orb coverage on all your units. VoD is a must.
-Immortals and Destroyers are you pals. They can move and shoot with their big range.
-Bring two lords and make one of them a CC dude, he is your best bet against those termies in close combat.
Scarabs make great CC screens. move a line of them up to their bikes and it will hold them up until you can charge your own guys in.
It may not be worth much after the fact but you can teleport out of combat in the movement phase and be all ready to rapid fire them to hell.
And over there we have the labyrinth guards.
One always lies, one always tells the truth, and one stabs people who ask tricky questions.
My friend plays space wolves and when i face him i take PLENTY of H. Destroyers. Their low AP and fairly long range helps me take his power armoured marines down. I also take a monolith to tie up some hard hitting units in combat for a while while the H.D's harvest the rest. Note: Remember that assaulting units only hit the monolith on 6's in CC because it is a skimmer...:yes:
The dragon shall awaken...
Thanks guys! I'm going to attempt a 2000 point game against this opponent and try and implement some of the tactics you all offered. I'll keep you posted at how it turns out!
as you can see.. it all rotates around the monolith...however the lith' is a skimmer so it doesnt block LOS<<<< however im not to sure on that fact