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I have a pre-tournament game against Necrons


Dosjetka

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...but I really don't know much about them. So I'd like to turn to you, Necrontyr community of the B&C, to kindly provide me with some information about your favoured faction and what I should look out for (in a competitive environment).

 

Thank you for looking. :tu:

 

Cheers,

 

Dos

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Wraiths. They :cuss stuff up if they get close.

 

And unless you've brought a librarian with Null Zone (oh wait, black templars), you aren't killing them with anything then less than half your army in terms of firepower.

3 Wounds apiece, 3+ invulnerable save, move through terrain and models as if they weren't there, and pretty frakkin' fast with Adaptive Subroutines. 

 

They will close with you, and you've got to countercharge them or interrupt their combat with CP in order to kill a few of them before they kill you (and any smart necron player will do their absolute best to prevent that from happening).

 

Other than wraiths, watch out for Doomsday Arks, because they have essentially unlimited range with their main gun unless they move them (which they won't, unless they've got no targets). They've also got a surprising amount of close-range firepower with their gauss arrays (they've got a warrior squad hidden inside them somewhere).

 

Also keep an eye out for triarch stalkers. They don't have much in terms of firepower, but they mark targets, which can be a real pain. Thankfully they're (relatively) squishy, so you shouldn't have too many issues with them unless your opponent brings two or three.

 

Destroyers are also nasty but are a lot less durable than wraiths, though they do have innate reanimation protocols.

 

Overall, necrons as an army need to be focused down one unit at a time, bcause otherwise that almost-dead unit is going to pop back to life and bit you in the fundament with their power. Doomsday arks have access to a stratagem to allow them to function at full wounds, even with just one wound remaining. 

 

Infantry squads have the annoying tendency to pop up out of nowhere with half their strength back (or more). Crypteks should be priority targets, as they help with reanimating warriors and infantry. 

Have fun, and don't get bogged down in the silver tide!

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Most of is is covered above. Watch out for tesla immortals as well, 6s becomes 3 hits. But an overlord can give 1 infantry squad +1 to hit per turn. Making 5s and 6s into 6 hits. They are brutal.

 

Characters make necrons much better but they also heal (as do the vehicles) 1 wound a turn so focus fire!

 

P.s. quantum shielding protects necrons vehicles. If you roll under the damage of a weapon, it is ignored. So multishot D2/D3 are best for whittling down vehicles

 

 

P.s.s. the deciever can teleport D3 units T1 within 9" which can be chained for hilarity.

Good luck and let us know how it goes

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To help with threat assessment, these are some units I see multiples of used by competitive players.

 

Destroyers: 3x s6 shots apiece, each doing D3 damage with access to a 1cp reroll hit/wound stratagem. If taken as Mephrit access to a 1cp "natural 6s give another shot" stratagem as well, sometimes I've seen them used as Nephrek as well for a pre-game "unit gets deep strike" stratagem.

 

Wraiths: 3 s6 attacks apiece, each doing 2 damage. Access to a 2cp "charge after advancing" stratagem, 2cp reanimation protocol stratagem as well. Have FLY without the keyword, can fall back and charge. Almost always taken in a Novokh Detachment which gives them re-rolls to hit if charged or charging.

 

Doomsday Arks: Random shots, but a s10 s6 damage shot if it gets through. Also 10 rapid fire weapons if it gets close. Access to 2cp "fire as if you have no damage" stratagem, ignores damage if owner rolls less than damage taken (ex. 5 damage ignored on a d6 roll of 1-4). Almost always taken with the Nihilakh code so it can re-roll 1s to hit if it didn't move.

 

Tesseract Vaults: 20 tesla shots, 6's are three hits instead of one, and lots of not-psychic powers tossing out mortal wounds. T8 lots of wounds with a 4++ as befits a super heavy.

 

Aside from this I've seen a variety of filler added but these (excepting maybe the TV) are guaranteed to show up in number in a competitive environment.

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Goodness. Looks like I'm in for a proper thrashing with my Templars. Ah well, "Accept All Challenges, No Matter the Odds"! :lol:

 

Cheers for the info, folks. This is precious stuff and much appreciated. :tu:

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I don't know about how good or bad Black Templars are in tournaments but Necrons are pretty low on the list, only really showing up with triple Tesseract Vault lists. I've seen a few other things show up as successful but they seem to be from tournaments where the real beardy stuff isn't around.
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Why are we helping here? He’s invading our lands and we’re giving him the keys!!!

 

But in the spirit of friendship, plasma. Plasma wrecks our vehicles. It ignores the armor save and they need a 1 to pass the quantum save.

 

If you’re playing traditional Black Templars, a close combat army, you may have a hard time as Necrons have great close range shooting.

 

Good luck!

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