Welcome to Librarium Online!
All right folks since all of the new players are always asking for help and what units to use and is the Monolith worth its cost, I think it's time to get this party started. All Necron units have their usefulness and can fit in somewhere.
So if you would all help(vets mostly) then we can start a tactica for all the new players that they can look at and see what peoples opinions are on certain units.
Please only serious posts and if you say something is bad say why(explain) and post helpfull info.
Necron Flayed Ones - I don't personally use a Necron army but I have a little brother who does and he has beaten me time and time again in assault against my marines with these bad boys. Flayed ones might not seem so impressive at first but they are actually quite good. At half the cost of a Pariah these guys can get back up and count towards your phase out number. They can infiltrate and hold up better in combat then the Scarabs do. Give them disruption fields and they can take out vehicles to, or if your feeling good, stick a Lord in with them and watch the opponent squeal as their precious units die at the hands of these monsters.
The only disadvantages that I see with these is that they can shoot, which also serves as an advantage, because that's all the more incentive for them to hit combat.
The only time that one shouldn't use these guys is if your a shooty player or are up against say a 'Nid or other CC army.
I await the next post:yes:
Last edited by lordsauron; October 18th, 2006 at 19:20.
JOIN MY SQUAD IN THE SONS OF THE LIBRARIUM THREAD, I NEED TACTICAL MARINES! I PLAN TO CONVERT UP A SQUAD TO "COUNT AS" LoTD IN MY SMarine ARMY
Following the Previous Post.
Despite the fact that the Pariah's do not have any of teh necron 'Racial" abilities, Pariah's are a useful unit. They number between 4-10 and they are equiped with Shooty War Scythes. They have Assault 2 at 24 inches so they can continually move and shoot twice, Sure once the Warriors get within 12 inches they can effectively pump out more shots per round, but The Pariah's have other abilities that more than make up for this lack of shots. The Gauss Blaster they are equipped with is one better than the Gauss Flayers that the warriors are equiped with meaning a 5 strength and 4 ap vs the 4 strength 5 ap Flayers. Also the ends of this weapon is the war scythe which can be deadly in CC. No armor or Invulnerable saves means you cut down anything that you wound as long as they are not multi-wound people. Even then it's a power house weapon.
Add in a lord to join them as a unit, with the Gaze of Flame ability and every leadership test made by the enemy units is a 6 or less and Psykers beware. Sure they cost twice as much as teh Flayed ones, but that Weapon of thiers is well worth the double cost. Plus, if you are worried about Phase out, then any casualties against them are welcomed as that means less Necrons die. Also the opposite is true. If the opposition wants to phase you out they may just ignore the Pariah's as well knowing that they do not count towards that end result.
We await the next post with anticipation.
The pariah and the flayed ones also work great together. The pariahs reduce leadership to 7 or 6 with the lord and the flayed ones have terrifying visage. So an enemy in combat with the flayed ones tests leadership and if they fail they only hit on 6s. so the pariahs are great help in combat even when they arent in combat. Plus if you ever do cityfight rules pariahs are absolutely amazing.
Shweet jesus, that, is scary...
I got one (not very necron orientated, but still), Ok, a cullexus (?) assassin in a witch hunters army, an immolator with holy promethium, and a laud hailer (the one that reduces enemy leadership).
Cullexus reduces their leadership to 7, the laud hailer to 6, and the holy promethium forces a leadership check, add that to the twin heavy flamer rule, and throw her im a cityfight, bye bye orkses and tyranids :w00t:
Sorry for the tangent
-The God of all Machines
Heheh, hey who said you copuld hijack this thread... ::sends the deciever to your home:: <knock Knock>
any who that is nice and all and works well but those don't resemble Necrons, at least not before the Flayed ones arrive that is Oh and as for the Nids, that doesn't work vs them that well. remember a synapse creature near them allows them to always make thier checks.
Last edited by Leorik_sennet; October 19th, 2006 at 05:07.
I find a unit of three wraiths and a destroyer lord with warscythe and res orb very useful at small group/HQ killing. As has been noted countless times, the warscythe is perhaps the best anti-commander ccw in the game, leaving the lord with more than enough ability to take out an important model, while the wraiths can kill any retinue or even provide extra hits on the character. (Their lack of power weapons, rending, etc make them not quite as good at killing biggies as they are at surviving attacks from said biggies) And of course, the res orb makes them all even harder to kill and keep down. I have taken out SM captains, tons of tau, Kharn, Bloodthirster, and warbosses with thesse guys; only have had trouble with bugs, due to their ovewhelming numbers.
with the Pariahs around, Flayed Ones perform a whole lot better, even against marines their special ability comes into effect more often.
add a nightmare shroud for the lord and send whole flanks running.
field a deciever and have loads of fun.
Pariahs are great for allowing those units to perform better than they would normally.
Not in my game you won't!!
Psychic choir, witch hunter burny death, pariah gaze o' flame combo.
I'm dubious because a Death Guard player or Nid player is going to laugh your psychology off and continue dealing out the beats.
However, i think pariah's combat potential speaks for itself. The unit's excellence will prevail, not the cheap psycho trick.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
I've had some trouble in the past getting Flayed Ones into combat though; especially against Tau. Not so much Orks, where they were able to do a considerable amount of damage, but whenever I infiltrate them, they tend to get shot quite a bit. How should infiltrate work? Should I put them as close as I can to an enemy's army, or should I simply put them a bit ahead of my own army? Other than that, I think their abilities are great, even when not paired with pariahs or a lord.