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Hi all! After playing SOBs for 3 years, I finally started Necrons... With my SOBs, I kinda managed a 50-50 win/loss ratio to my best friend's nids. They are always fun games, both of us being very knowledgable with the use of our respective armies. I can't wait to start using my Necrons against him....
One thing makes me wonder, though. While my 'crons were shipping, I read pretty much all tacticas/threads/battle reports I could find here or elsewhere. A few things seem recurrent:
a) Necrons threads come to this conclusion: nids are not easy, but you should win more often then not against them doing this and that.
b) Nids threads come to this conclusion: Necron are not easy, but you should win more often then not against them doing this and that.
Up to now, nothing unusual, but:
c) Every battle report goes as such: 1st turn, Necrons get a few pot-shots. 2nd turn Necron devastate a few nid units. 3rd turn and following, nid get in CC and mop the floor all the way to Phase Out.
Now, I think that a lord with VOD and a 'lith could help getting out of CC and back to firing the crap out of the ennemy, but if s, with didn't those player do that??? Any one has a positive experience of Necrons vs Nids? A battle report maybe?
I'm a natural optimist, but a very wary optimist right now! :w00t:
i play boath armys and dread playing nids with my necrons
the nids just move to dam fast and the MC are just plain tuff dont try to go head to head with nids you will lose
the best combo i found is Decver monolith and a lord with a VoD
i had 10 stelers chasing the decver for 3 terns behind his lins , whin i let hem catch Decver he killed all of the stelers and wounded a fex and a tyrant
Actually, you won't find many battle reports that show Necrons winning. I think I've only found one and that was a long time ago. LO batreps don't end well for Necrons. Makes me wonder what batreps the people who cry that Necrons are overpowered read.
Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007
This is one of those situations where, by chance or oversight, one army has a shade of a natural advantage over another.
Tyranids close extremely quickly, Necrons have firepower, but lack range and, in many cases, speed.
Thus, in order to get into range, a Necron player has to do something that seems completely illogical: move towards the Tyranids.
Indeed, however, if all results were pre-determined, there'd be no reason to play.
I have had success against the Tyranids by being faster than them; that is, using many destroyers and using every available means of teleportation at my disposal. I use a chaotic-appearing formation, with all units maneuvering independently of one another with no set goal. With luck, the Tyranid player gets distracted and his lines become very fractious. When that occurs, I teleport my troops back into proper formations and I am able to pick off un-supported Tyranid units and Synapse Creatures.
Tyranid players can be predictable in their movements. A friend of mine who plays Tyranids and has lost to this no-strategy described the task of trying to catch up to a board full of teleporting Necrons as "trying to catch the fog with a butterfly net."
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
I've won against Tyranids 100% of the time, and the army is pretty standard on composition depending on points, NightBringer, Monolith, Immortals and destroyers, with the rest being warriors mainly.
The Immortals and destroyers can wipe out any Genestealers and put a dent in the warrior units while the Necron warriors can thin the gaunts and add to the Tyranid warriors woes, the monolith has a plain enough use, particle whip as much as possible in the first few turns and switch to the gauss flux arc as the enemy get closer and you need to make use of the portal.
Now the NightBringer is all powerful (I like to think so) against Tyranids in that he can be situated front and center and force off all gaunts and rippers with his etheric tempest ability meaning your army has more time to deal with the bigger threats and the best thing is etheric tempest is before blows are struck so unlike VOD and teleporting no casualties need be sustained before escaping combat, also the NightBringer has the abilities to wipe the floor with any MC's presented to it and its lightning arc can assist shooting against Zoanthropes and Biovores etc. In my last battle my NightBringer engaged a winged hive tyrant, a carnifex, 2 warrior squads, a broodlord and genestealers and a gaunt unit, and between his Gaze of death and his normal St10 attacks he wiped out most of it before the Genestealers rending bought him down in which his resulting St6 explosion killed all remaining Tyranids in combat.
The key is to prioritise and use the correct weapon against the correct unit, don't waste time shooting your Destroyers and immortals at gaunts with a 6+ save when your ap4 weapons could be use against Genestealers with a 4+ save, use your Gauss flayers on the weaker gaunts. Also don't worry too much about not having a lord with an Orb as the Genestealers are the only infantry unit to fear rending from and you should pack enough ap4 weapons to deal with them and most of the MC's move slow enough to be dealt to.
Last edited by The vampire Lestat; June 4th, 2006 at 01:56.
I think you need a c'tan against nids. In a 2500 game I had the deciever kill three fexs, a tyrant and a zoanthrope. Definently lots of warriors. I thnink i had 4 squads of 15 warriors, in paralell rows. When the guants came i moved forward and rapid fired mutilating 40. Thrn some chrged my front squad and killed it. i sucked that squad through a monlith rapid fired at the squad i had been in combat with and killed it. Ther werwe no rippers though.
--Serve The Emperor Today-For Tomorow You May Be Dead--
My record since chapter reformation
vs necrons 1W-0L-D
vs chaos 1W-0L-0D
I need to play more!
I think its almost impossible for a `nids to win against a Necron player who knows his stuff. The tactics already posted here should more than suffice to frustrate the hell out of any 'nid, regardless of army composition.
You won't need a C'Tan, though. Use Hvy Destroyers to pick off the Zoantrophes and Tyrants, then go after the Fexes.
If you structure your List right you can pretty much ignore phaseout. Take enough Destroyers so that even if all your footsloggers perish you won't phase and park them over impassable terrain. Try to eliminate all shooty units and then watch the Nid Player froth at the mouth when he finds that by turn 3 he can't hurt you anymore while your destroyers can fire at anything on the table from their sweet sniper spots.
The Tyranid player who knows what he's doing, on the other hand, can plow through an average Necron army.Originally Posted by Erehwon Morf
When both players know what they're doing...well, then the deciding factor is a mix of luck and generalship.
I agree with you, though, that there is no need to field a C'Tan.
I believe one of the roots of this thread lies in the fact that an average Necron list will have a significantly more difficult task of beating an average Tyranid list.
As you can see, the most successes against the Tyranids have come using 'alternative' lists, i.e. ones that use high numbers of Destroyers or a Monolith in concert with a C'Tan. However, normal Necron tournament lists, or take-on-all-comers lists have difficulty because of their emphasis on short-range fire.
The question would be: "What in-game tactics can a Necron player using a take-on-all-comers list employ to be successful against Tyranids?"
It's a tough question to answer, but I think we have some good leads here.
WHFB: Dwarfs || WH40k: Imperial Fists, Necrons || WM/H: Trollbloods || BFG: Necrons
The one tyranid list that probally would be seen in a tournament would be the godzilla list. If most of the TMC have 2+ saves then the necrons will have a very tough time taking them all out not to mention once they get in close combat they ignore armor saves. So IMO godzilla list = very hard time for necron player.
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
Tyranid Hivemind Member
The key to any necron army winning any game is to prioritize the right units with the right targets. Nids are no different. Immortal and Destroyers can pick apart any med. strength nid unit with a single volley. Use your warriors to take down gaunts or stealers if there are no gaunts. Aside from that keep them back out of danger to avoid phase out. Let your wraiths and lords tie up or possibliy even beat down the big nasties if there is no c'tan, or if you do have a ctan point him in the right direction. The only units you may have some trouble with are raveners(too fast) and zoantropes(decent save). Use CC or Heavy Destroyers to take down the Zoant's and try to engage the Raveners with Destroyer fire before they hit your lines. Otherwise let them take aprat whatever unit they get to whilst backing up and preparing to vaporize them once their done.
If you don't have a C'tan or heavy destroyers(quite possible) its going to be fun getting rid of Carnies and tyrants. First thing is you have to slow them down as much as possible so that your army can take care of the faster guys first so they can all focus on the big ones after. Wraiths and destroyer lords make good units for this, as well as large group of necrons provided there is a lord with a res orb nearby. If your going the combat route your best chance is a destroyer lord with a phase shifter and some backups. Wraiths are good backups as they can maybe score the odd wound but I find the TS's(possibly with a few self created scarabs as cushion wounds) are great to go along with a lord vs either a carnie or a tyrant. By throwing this combo at a tyranid MC you force them to either go after the spiders, which have a pretty good chance of wounding, or the lord, who is likely going to pester them for awhile with his multiple wounds, T6 and Inv. save.
If your trying to take down the big guys with shooting power and you don't have HD's then your best route is again through destroyers or, barring that, immortals. Both have enough range to keep safe whilst being able to lay enough wounds into them that they will have to fail a few saves. Another option with tyrants is to try to zero in one them with particle whips as if you get the hit you'll hit the tyrant with AP1 whilst the blasts AP3 is enough to take down the Guards. Meanwhile its not like the tyrant can hurt your lith. I don't suggest this approach with a carnifex though. For carnies your really just going to have to keep hitting them, unless like i've stated you've got HD's or a C'tan.
If you know your fighting a nid ahead of time its easy to kit your army out a bit to take care of business, but if your using a take all comers list for a tournie or something you might be best to just throw in a c'tan or HD's anyway as you could very well end up using them against other armies as well(termie heavy SM's, Mech armies, other necrons).
Nevermore Chapter: 6200 pts; 97/49/11; Longest Streak: 9 Wins/4 Losses; Nearing Completion