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against the Necron general tips


Jezroth

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Hey guys this is the first of many posts that I'll be popping up (one for each race) and everyone feel free to put down general tips about how to go about playing against the specified team

 

1. Do not underestimate the basic warriors as they can take a massive amount of punishment (even more if there is a lord with a resourection orb nearby) and they can damage any type of unit, troops, vehicles and montrous creatures due to their gauss rule (always wounds on at least a six or gets a automatic glancing hit on a roll of a six to penetrate armour)

 

2. AVOID C'TAN at all costs do not let them get into close combat (just incase you didn't know) they have toughness 8 which means not many units can wound them, 5 wounds, a +4 invun save, str 8 (deceiver) or str 9 (nightbringer) and both ingore all saves! (including invunerable saves), and each have a variety of special abilities to boot, focus on using things like sniper rifles which are cheap plantiful and have a set wounding roll (eg. always +2 or +4) and as long as you take them out from a massive distance

 

will be continued

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I'm sure this has all been addressed somewhere already, but just in case...

 

WE'LL BE BACK - One of the greatest strengths the Necrons have, but it has some definate limitations. Powerweapon kills, as well as kills from low AP (and/or High Strength) bypass this rule. While a Ressurection Orb can ignore this as well, it does not allow Necrons to ignore the need to have similar models nearby to 'reassemble' off of. If there's ever a Necron unit out on it's own, focus on it. If you can down every model, there won't be anything left for them to get back up from. I have often completely wiped out Destroyers, Heavy Destroyers, and Immortals, thus bypassing this rule.

 

PHASE OUT - The inherent weakness of Necrons; kill enough of them, and they automatically loose. Before the game starts, find out what the Phase Out number is, and make sure you and your opponent are aware of how close you are to it. If you find yourself facing an army with a C'tan, multiple Monoliths, or Pariahs, you can often win by simply going for Phase Out. Incidently, Necrons have to check for Phase Out BEFORE they make 'We'll Be Back' rolls, so sometimes you can win by just knocking a whole bunch of the bots down at one time.

 

Initiative 2 - The one item that makes this army 'unplayable' for many people is their Initiative 2. While it wasn't that big of a deal before, it's a huge problem now because of the 5th Edition Combat Resolution system. You can 'easily' beat Necrons in HtH, and if you win big enough, even that Ld 10 won't save them now. Throw in that Initiative 2, and you can pretty much guarantee Necrons will get cut down if they attempt to run away from a HtH. Expect Necrons to become Stubborn or Fearless with their new Codex, but until then...

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ok here is the continued part

 

 

3. destroyers and hvy destroyers these buggers are nasty they can move 12" and still shoot with their str6 ap4 range 36" or str9 ap2 48" weapons respectively (also have the gauss rule) they've got touhgness 5 and still have the 'we'll be back rolls'. If they've got a destroyer lord with a resourection orb as well then these guys are fierce!!

focus on trying to hit them with either anti tank shots (eg lascannon) or c.c mosters (eg carnifexs, dreadnoughts, etc)

 

4. Lords- these guys are nasty with toughness and strength 5 sure they've only got ws, I and bs 4 and a +3 save they can get a weapon that ignores all saves other wise they have a great wepon that ignores armour saves and also is assault 2 str 5 ap 4 range 24" and they are highly customizable for battle field roles. best thing to do is get a unit with higher I, and decent str (so you can wound him) because once he dies the effectiveness of a necron army can be severely reduced

 

5. scarabs- these things are annoying swarms. they move like jet bikes, can deep strike, 3 wounds per base, can get disruption fields (the glancing hit on vehicles thing I described earlier) and get 3 attacks per swarm

luckily only have a +5 save and are toughness and strength 3 with vulnerability to template weapons (double wounds from them) use things like template weapons ( duhhh) and /or str 6 or higher weapons (instant death) soo yeah oh and avoid getting bogged down in c.c with them

 

6. MONOLITHS!!!!

these are my most hated thing to vs armour 14 all round, the ability to deep strike, a 24" range str 8 (10 in the center of the template) ap 3 ordanance weapon, the ability to either get d6 str5 ap4 shots at any unit within 12" or warp troops to them (from on and off the battle field) and ignore any special ability that reduces its armour value (eg bright lance) or lets you roll two dice for armour penetration (eg melta bombs), and its a skimmer so it gets the 'needs 6's to hit in c.c (unless thats changed in 5th ed.) good thing is that, despite being a skimmer it can only move 6" a turn

my tactic against these things is to get every thing that can hurt it to focus fire on it till it dies, (harder then it sounds) also if you can kill it before any troops from reserve come out through it and they all count as destroyed as well

 

7. Immortals (basically the same as warriors only an extra toughness and better weapons)

 

will be continued

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I play against necrons often, and tbh they're the opponent I hate the most of all.

 

This is stuff you do vs necrons;

 

- assault them with hardcore assault specialists (any terminators really, or even beefed out command squads, vanguard squads, or honor guard) - your objective is to wipe out the unit in a single turn; whether you do this through simple damage dealing or sweeping advance is up to you

 

- assault as many necron warriors units at the same time as you can; not only will it drastically lower their damage output, it'll also prevent the monolith from dropping those str9 pieplates on your army (as the necron player will be using the 'lith to teleport warriors out of combat)

 

- following the previous advice, assault them with single characters; Vulkan He'Stan can easily solo an entire unit of 10 warriors. A captain or master with artificer armor and relic blade can do the same (even better if he's riding a bike), albeit not as reliably. Lysander is, sadly, at a disadvantage here due to his inability to sweeping advance.

 

- since necrons have no vehicles (monolith isn't a vehicle, it's annoyance/idiocy embodiment), feel free to focus all your high strength firepower (plasma, melta, missile launchers, lascannons, autocannons, etc.) on their warriors and immortals. The more of these you kill, the closer you come to forcing phase-out. Multimelta attack bikes tend to be especially good at this, as they get off 3 multimelta shots + 6 twinlinked bolter shots per shooting phase, and their ability to assault and withstand punishment makes them invaluable when it comes to locking down a necron army

 

- against annoying things like wraiths and destroyer body lords, use sheer volume of fire; a tactical squad rapid firing against them is bound to force saves and cause wraiths to go down

 

- sternguard are extremely good vs necrons, because they're like beefed up tacticals; not only can they force tons of saves on necrons, they can also kick their arse in assault thanks to the sheer amount of attacks (if you have pedro nearby, we're talking about 4 attacks on charge per sternguard veteran)

 

- c'tan are also best killed by sternguard's hellfire ammo; pop a wound or two in the nightbringer with a lascannon shot or two, and then rapid fire with sternguard - the necron player would have to be ridiculously lucky to pass all those saves

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* Treat Necrons like hord armies.

* Flamers and heavy bolters first. Assault second.

* When you assault, have as many power weapons as possible. If they don't get armor saves, they don't get we'll be back.

* Go for phase out.

* Ignore monolyths.

* Ignore their special characters (wraithlords?).

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