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Anyone Have Any Pointers vs. Necrons?


crazy_tuco

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I've got a buddy who's bringing a new Necron force to bear in a week or two.  I'm not sure exactly what his list looks like, so any general or specific advice would be great.  I've been thinking of trying out a newer list I'm working on that's built around a Soulforged Pack headed up by a Lord Discordant with two Blood Slaughterers and two Heldrakes.  The idea would be to get them into combat as soon as possible so he has to deal with them while I move up berzerkers both on foot and in transports or possibly DS in some terminators wearing the Red Butchers stratagem.  I haven't faced Necrons in this edition yet, but it looks like I want to wipe out units entirely to prevent any reanimating.  

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Necrons are my main opponent and they are a real challenge - I don't believe I've beaten them yet in 8th edition.  I run a shooty emperor's children army, so my experience isn't directly applicable, but I can comment on Necrons in general.

 

1.  You are correct about wanting to wipe out units.  Since the Necron player gets to roll "we'll be back" for every lost model of the unit every turn (rather than just those lost the previous turn like in previous editions), just one surviving model can bring the unit up to near full strength over a few turns.  This is less true for single model units, however, as they only regain 1 wounds per turn (though there is an option (might be a relic) that allows a character to regain D3 wounds on each player's turn).  Remember that the Necron FAQ indicates that models that run away due to morale tests do not cannot come back via "we'll be back" - however, at LD 10 its unlikely many models will run away.  Having some indirect fire could be helpful to finish off mauled units that your opponent tries to hide so as to have them regenerate back models.

 

2.  Necrons have a lot of unit that fly, so may be difficult to pin down with melee.  As well, given that flyers represent their best transport and one of their best anti-tank options, you may need some shooting units to be able to deal with those.

 

3.  Necrons basic shooting is better than most armies - their troop choice's basic weapons either have a negative AP modifier or generate additional hits on a roll of 6+ (tesla).  Additionally, immortals guns all wound marines on a 3+.  So, be prepared to lose lots of models even to their troop unit's shooting.  Putting them in rhinos may help, but the Necron player will likely be able to crack at least 2 of those a turn except in small point games.

 

4.  Minuses to hit hurt Necrons, especially those using tesla weapons as it either denies or limits their ability to generate additional hits.

 

5.  On the plus side, Necrons have few weapons that can fire over 24".  As such, if you do take some longer ranged shooty units, they should be safer than against other armies.

 

6.  Necrons have some good melee units, but they are expensive.  So, if you make it to melee, you should be able to defeat anything you get into contact with by shere weight of dice.

 

7.  Anti-tank is kind of weird against many Necron vehicles, as the lighter ones have quantum shielding which likely negates any higher wound attacks.  I've done the math, and the best attacks (in terms of wounds getting through per attack) do 3 or 4 wounds, or 2 and 3 if they use the stratagem that improves their shielding.

Edited by Dr_Ruminahui
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