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i here that they are big on fast attak and stron wepons for close combat. they do have a few strong gunship type vessles but these are also best at close attack formation. i hate necrons so and ive never played them. :angry: <:> :0
 

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Actually, despite what it sounds like, I think that's what he was describing. The Tombship definitely fits the role of gunship. Easily. Plus they do have strong close range weapons... hmm..
 

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necrons kick ass against eldar fleets. If they get close enough then they got a weapon that ignores their holofields. That'll shut them up. It's great cos it affects all enemy ships in range so dont diss them
 

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I've heard that the Tomb Ships are $%^* dfficult to destroy, and I like what I hear. I've been discouraged from playing them, however, by the fact that they look like a fleet of boomerangs.
 

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Well, after some experience, a few things have been learned

Tombships are mad tough to destroy, but if you pull it off, it might just win you the game by itself. (read- I got badly beat one game)

Gotta agree with monsiuercartier, Eldar vs Necrons is advantageous for Necrons.

Pretty solid fleet though, just gotta stay out of the mindset they can act by themselves. Like all fleets, supporting your ships with other ships can make your fleet that much better.
 

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Eldar players get too wrapped up in their speed, but they are much more maneuverable than Necrons. They should use this to stay in the least effective firing arc of Necron ships.
 

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Necrons are the most powerful fleet. When Braced, only 1 in 12 die rolled will hit. This enables even escorts to live on forever. In addition, their Lightning Arc are superior to even Eldar WB, and their Particle Whips ignore shields (and holofields) on 6's.

Necron flatout destroy Eldar.

And dont say that the Eldar can use its "superior" maneuverability.

On All Ahead Full, Necron escorts can move easily 70+ cm WITH several 90 degree turns on the way. In one game, I AAF my Dirges (3 squadrons, 12 total). I was able to move around some asteroids to the rear of my enemy's Void Stalker who was hiding on the opposite side of the board. 24 Lightning Arc to the butt of it within 15 cm. Lightning Arc always count as closing. No column shift for Holofields. Left column shift for 15 cm range. I ended up scoring 11 4+'s, he saved 5 of them. The VS suffered 6 hits, 3 criticals. One of the criticals was an 11 (+D3 damage). The VS became a blazing hulk in one turn.

On their turn, they attacked my stranded 12 dirges. I BFI. Only 1 was destroyed even though they attacked with all they had. My next turn I phased out my entire fleet. After all, my job was done; I took out their flagship. I won easily on victory points. A 2000 game finished in 15 minutes.

From what I've seen, not enough Necron players utilize their "phasing out". The reason so many Necron players lose is because they allow their Tombship to be crippled. Thats 500 Victory Points for the enemy. A crippled Tombship always Bracing for Impact will not do much damage, so for goodness sake disengage when you're sitting on 7 hits left.

~Altirus
 

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Necrons are the most powerful fleet
Eh, I don't agree 100% there. They are a great fleet, yes- but good tactics can take them down , just as with any other fleet. I've seen a lot of Necron fleets lose to Chaos or Imperial fleets (never Eldar, to tell the truth). I think it's just a matter of the player.
 

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I am an avid Necron 40K player, and I usually proxy a NEcron fleet against my friends Chaos fleet. What I realize with the Necron fleet is to be of any use, is to get in range of the enemy to use your arc lightning, and fire away. Also, to board your necron warriors and pummel them from the inside out. Now, this seems a lot like most of the other fleets in BFG, but the necrons use this tactic excessively and proficiently. Mind you, never use them head on head. Use Eldar/Dark Eldar raiding tactics. Dash in, do a few damage, and run off. YOu have the ability to move 40 cm a turn, so why not use them?


Oh, and to the people who want a hard copy of the Necron fleet list, and tyranid, etc...Wait for the supplement Armada by Q4 2004.
 

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I agree with the assertion that Necrons are not unbeatable. I once thought them nigh-invulnerable myself, until I realised the proper method of dealing with them. Weapons batteries superb. While conventional tactical wisdom dictates that using lances to force them to Brace for Impact, thus limiting their maneuverability somewhat and shutting down several of their more dangerous weapons systems, there is something very important to recall about these poor, arrogant machines. They have no shields. That means every six you roll is a point of damage on their ships - one dead escort a six. And, of course, the Necron player will not wish to Brace if you can only hit on sixes. The chances of killing a ship are magnified greatly when rolling 15 or 16 dice to try and get a 6. So for Chaos, the course is clear - Weapons Batteries. That's my favorite solution for everything. Use the longer range of the Chaos vessels standard weapons systems to hit them while they are on the way in, and then obliterate them when they make their first pass. This tactic served me very well when confronting a Necron fleet using their standard lightning tactics. I lost half my escorts and one capital ship for my troubles. I wiped out the bulk of his fleet, with the Tombship fleeing the field.

I see these advantages for Necrons from a player's perspective: On a ship for ship basis, the most powerful fleet in the game. Heinous expensive points-wise, though, so the enemy will have 2 or 3 ships for every one you have. Sometimes more, in the case of Orks or Tyranids. On the plus side, this makes them easy on the wallet, since you need all of 6 models to make a decent fleet. They are the fastest in terms of absolute speed - with All Ahead Full can generate upwards of 100 cm of movement in a turn for the fastest escort. So if ludicrous speed and rock-hard ships are your thing, go for it. But always respect the guns of the enemy. "Big guns never tire."
 

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Necrons are hard to kill, but their point value ensures they will almost always be out numbered. Not quite the point a shoot fleet that the Imperials and Chaos are, but not as complicated as the Eldar can be.
 

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The Necrons have their weaknesses just like every other fleet out there. That weakness is lances (or with my Eldar, Pulsar Lances). Always hit on a 4+ regardless of shields or armor (which applies to all lances), and they can hit up to three times. The Necrons have no ordnance, so I can churn out Eagles (bombers) to run hit-and-run missions on Necron Capital ships till the fight ends, I run out of ordnance for a particular carrier, or the launch bay is damaged. My Eagles and torpedoes are only destroyed by turrets on a 6, so I can get lots of point-blank salvoes in. Keep the 'Crons spread out because they can be brutal when they form attack groups. Once you have them on BFI because of your lances, unleash your weapons batteries. Sure, five times out of six nothing will happen, but all that shooting will add up and eventually overwhelm their self-repair capacity. Most Necron criticals reduce the ships leadership, so when you do get one of those you should jump for joy when you roll a 6+ on 2d6.

There, now are Necrons the monsters you think them to be?
 

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Once you have them on BFI because of your lances, unleash your weapons batteries.
The BFG mag article which said that you should always fire the lances first is simply wrong about this, the best order of firing depends on what exactly you want to achieve: getting a ship braced or causing most damage.

jwu
 

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And dont say that the Eldar can use its "superior" maneuverability.

On All Ahead Full, Necron escorts can move easily 70+ cm WITH several 90 degree turns on the way. In one game, I AAF my Dirges (3 squadrons, 12 total). I was able to move around some asteroids to the rear of my enemy's Void Stalker who was hiding on the opposite side of the board. 24 Lightning Arc to the butt of it within 15 cm. Lightning Arc always count as closing. No column shift for Holofields. Left column shift for 15 cm range. I ended up scoring 11 4+'s, he saved 5 of them. The VS suffered 6 hits, 3 criticals. One of the criticals was an 11 (+D3 damage). The VS became a blazing hulk in one turn.
Eldar escorts and light cruisers dont need to be on AAF to move 70cm, and get two 180 degree turns. I know which I'd go for out of crons and eldar. And all that shows is that your opponent is crap. What kind of idiot keeps a void stalker out of a battle?
 

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The BFG mag article which said that you should always fire the lances first is simply wrong about this, the best order of firing depends on what exactly you want to achieve: getting a ship braced or causing most damage.
With weapons batteries, you only hit the 'Cron ships on a 6 if their not braced. Even with str 12 weapons batteries that always fire as closing, I don't like those odds. It's better to hit them with Pulsar Lances, get them to brace, then fire weapons batteries at their "new" 4+ armor. Anything the ordnance does is a bonus.

What kind of idiot keeps a void stalker out of a battle?
A dishonorable idiot.

Eldar escorts and light cruisers dont need to be on AAF to move 70cm,
Ah, but the Eldar can't use AAF to begin with. They have more than enough speed to get the job done. The Eldar are the most mobile race in BFG, and only certain ships on special orders that halve weapons power can match their speed.
 

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With weapons batteries, you only hit the 'Cron ships on a 6 if their not braced. Even with str 12 weapons batteries that always fire as closing, I don't like those odds. It's better to hit them with Pulsar Lances, get them to brace, then fire weapons batteries at their "new" 4+ armor.
But then the bats have to get through that 2+ brace save. If you don't like rolling against sixes for success you shouldn't like your opponent to roll "against" ones either.

Statistically the worse armour is more than negated by the better brace save, especially if you're on lock on.

jwu
 

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What's that thing that's said about Space Marines? "If you make a Space Marine make enough armor saves, he'll eventually fail." That applies to the Necrons as well. With the "fearsome" Scythe and "unbeatable" Cairne, once their on BFI they lose their ability to use the Star Pulse Generators and Sepulchre. That means all manned ordnance can attack with impunity. You only need to hit a Scythe four times to get the full 275 VPs. Keep them spread out and isolated and split your firepower (to get the whole fleet to BFI) in order to get them on their toes. As soon as they form attack groups, you're far less likely to win. I don't care if my launch bay is damaged, just as long as I can fire my Pulsar Lances on those mechanical goofballs and keep them braced. Necrons are as vulnerable as the other races, it's just that it's in a different way.
 

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You are missing the point. Yes, some damage will still get through, but it will be somewhat less.

If you fire the bats first, then you'll score more damage, and you can convince them to brace later. Especially if you want to score a little more damage in order to e.g. cripple the ship this will be better.

jwu
 
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