ok so it seems Necrons are getting a little online discussion

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ok so it seems Necrons are getting a little online discussion

Post by Stormlord on Sun Nov 28, 2010 1:07 pm

happened to find this, thought i would post it for discussion (maybe Tom will like some of this)
http://imperial-life.blogspot.com/2010/11/nightmare-build.html



Nightmare Build
The first of the three builds that Fritz has put up on his blog. All three are very different to the sort of lists that Stelek has shown and this may help explain why Fritz made the suggestion of reserving Warriors while Stelek uses the same deployment every single time. Keep in mind Stelek does use alot of hyperbole...

So this is a build that I used to use extensively in 4th edition and now adapted for 5th edition play- the nightmare build. Making extensive use of flayed ones, pariahs, and tomb spyders backed by the golden one it is all about synergy and fun. Note the word fun and the inclusion of a C'Tan. I don’t think I have to point out that this is a fun/themed list to give you some variety in your Necron games, and not a “competitive” list. Props to Fritz for making the differentiation, this isn't the only great thing about the article, with another to follow soon. The goal of this army is to scare your opponent with non-competitive list and make them run away crying like little children. Nothing is funnier than seeing Space Marines consistently run away turn after turn.

Pariahs’ are the lost child of the Necron codex. ‘Cron players so want to do something with their souless ability but struggle based on the over the top point cost, 0-1 limitation, and the fact that they aren’t Necrons. This theme builds on them and gives you a reason to put them down on the table. So here is the list at 1750 points…

The List

To sum it up there is a C'Tan, Lord, Pariah, Flayed Ones, Warriors and Spyders... there is a complete absence of long range anti-tank in this list.
Deployment…
Regardless of the mission the army needs to stick together and work as a core unit- think of a Roman legion formation marching and fighting as one giant block. Tomb spyders are in the front with a second rank of flayed ones, pariahs, and the C’Tan. Behind them is the lord and your two warrior groups.

If you are familiar with Necrons right away you are asking yourself what is in the list to pop all those spamy razorbacks that are going to be coming your way.

Nothing! But hear me out…

In the best of cases you have ranks of destroyers and maybe even a heavy destroyer group mixed in. With this build we just don’t have the points for them, and to take a single group of min destroyers isn’t going to do anything so we just aren’t going to bother trying to stop the opponent from crashing out ranks- but remember the idea of sticking together. The second thing that Fritz has done that deserves props... the inclusion of something to illustrate what he is talking about.




You want to deploy where you can enter and be in terrain. In the front ranks the spyders will begin pooping out scarabs swarms that get into cover and now you have a T6 unit with a 3+ cover save. Position them so a “net” is cast around the rest of your units granting them a 4+ cover save.

At the start of the game your warriors and pariahs move to the front to get the 24” range of shooting so maybe you can get lucky at immobilizing a vehicle. With shooting for the first few turns you can even go to ground for the 3+ cover save- keeping units alive is important for now. Keeping the P’s up is key so be ready to attach the lord and pop off solar pulse to cut down on a round of shooting if needed.

As those legions of razorbacks come forward why would they with superior shooting? they will hit your wall of tomb spyders with two options. Crash through and tank shock or stop just before and rapid fire. If they crash through you are fearless or LD 10 and if they get out and rapid fire you take it with the T6 or WBB rolls. By now the interwebz should understand the importance of staying inside steel coffins. If they move up to then assault next turn through your ranks, then you assault the transports first and swarm for the emergency disembark. Hold the line and take the crash. A bunch of 5 man squads that have jumped out of Razorbacks charging into Necrons... way to assume the other guy is a complete idiot. Plus there are all those other equally good lists.

Now when those marines get out for whatever reason they are in the pariah bubble- LD 7 as you hit them with the C’Tan powers, visage of the flayed ones, and the shroud of the lord. Mob those units and pile in the assault. Once you are in the assault, you are then protected from shooting so you want to encourage that as soon as possible… and a good opponent will know this and will avoid combat. Especially, with the C'Tan in your list.

Wraith wing, destroyer wing, and the nightmare build can all give you some new fun and different games while we wait for that new ‘dex, especially if you are playing the battle mission books and variant missions.


- Fritz from Fritz 40K in Necron Nightmare Build

Stormlord

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Re: ok so it seems Necrons are getting a little online discussion

Post by Stormlord on Sun Nov 28, 2010 1:10 pm

hey hey, a related article. might be more coming as i sort through this new blog Razz
http://imperial-life.blogspot.com/2010/11/necron-warriors.html



Necron Warriors
It was partially established in the previous post that Necron Warriors suck... it is because they cost 18 points each, are minimum sized squad of 10 and are the only troop squad in the Codex. They also have short range guns that got nerfed during the change to 5th Edition. Below are Fritz' thoughts on how to keep Necron Warriors alive long enough to hold objectives.

One of the main problems with the current Necron codex is with the Warriors. As the only "troop" option in the 'dex combined with the fact that you need "troops" to win two out of the three standard missions means the 'cron player is kind of in a loose/loose situation. Load up on lots of troops and your army has next to no punch- the only real "viable" units being immortals, destroyers, and the C'Tan, and if you only go with the minimum of troops to spend the points on other toys your army can be eliminated by just taking out the two troop choices.

That said, we are kind of forced into taking the minimum of troops and spending the rest of the points on other models just to try and hold out own on the table. Right away you have to figure that your opponent is going to try and strike your troops to gain the win, so we have to use this knowledge to our advantage.

Ways to keep them alive longer? Cover of course! I’ve long talked about forgetting you even have a WBB roll and that it should only be though of as a last layer of defense to help keep your group up. Keep those warriors in cover so when you get hit by plasma you at least have the 4+ before going to the WBB roll next turn.

Reserves.

Face it, warriors only have punch at 12" and then in mass of 2+ groups to really do anything. Why even have them on the table for the first few turns where they can be shot at? Reserve them as standard and have them walk on the table, go into cover, and hold objectives on your side. Contest the other with your scarabs and destroyers, or VOD/ destroyer lord as another layer.

If you know your opponent is going to be going for the warriors to cripple you, make sure that you line up your C'Tan and immortal block in such away that they have to go through them first- often not making it to your warriors at all.


Fritz from Fritz 40K in Necron Warriors: Only 2 Units
The next three army lists that each represent different Necron themes are by Fritz and will show why he suggest reserving his Warriors while Stelek makes other suggestions.

Stormlord

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Re: ok so it seems Necrons are getting a little online discussion

Post by Stormlord on Sun Nov 28, 2010 1:12 pm

another build,
http://imperial-life.blogspot.com/2010/11/destroyer-wing-alone-in-dark.html



Destroyer Wing - Alone in the Dark
This is the newer version of Stelek's Destroyer Wing that has more of a close combat punch...

So, what is the one thing I want in a Necron army that I can’t find?

A decent CC unit to protect myself from enemy assaults.

Something you can put out in midfield to both speed bump an enemy army and push them back out of your half of the board.

Well, carefully crafted, you *can* do this.

You still need to be extremely careful, but at least you can suck it up and hurt people instead of wondering where you can run to.

This is a very carefully crafted army.

No, it won't work at lower levels.

It will work at higher levels (add destroyers, hurr).

At any rate, let's get to it:

2000 Pts - Necrons Roster - Necrons - Alone in the Dark

Notes: Rather than depend on craptastic units to destroy, defend, or otherwise annoy the enemy-give them a solid target to deal with.

Where is the Res Orb, you ask? It’s nowhere really, it's on a Lord in case you really really need it, but most of the time you won’t and it will just be used to save your Lords. I've learned from playing my Necrons, that I don't *need* it very much. People who are stupid and shoot my Warriors in cover figure out quickly my Warriors don't do much and to shoot other things instead.
The bold was added by me to emphasis the point that you should focus your fire power on Necron Mobility and anti-tank... so shot the crap out of Destroyers and Heavy Destroyers. With them dead it is just a matter of Phasing Out the army... and yes still ignore Monoliths because as we know they suck thanks to costing a crap tonne while offering very little (read: none) anti-tank support.

Like the Destroyers. They do most of the damage. I'd rather have more, but bringing along 2 Lords and a Pariah unit is expensive.

Will some units just walk through the unit? Of course. Black Templar Termies with Furious Charge and Lightning Claws comes to mind. Nasty stuff. Be jealous biatches. That's what the Scarab Swarms are there for.

So, why Pariahs? Well, I was spending about the same amount of points on Immortals, which are great speed bumps against most units but aren’t so awesome against anyone that swings a blade.

Pariahs get two things you don't normally get-they get 2D6 armor penetration, and they make the Lords fearless.

They do need cover saves though, and that's what the Scarab Swarms are for. In a pinch, you can attach one (or both!) Lords to the Swarm unit and go hunt down IG tanks, who hate this unit with a passion. As subpar as those Lords are, they can still beat up many units in CC.

Anyway, you zoom the Swarms in front of your Pariahs and engage annoying units with them, and the Lords. If there's a target that you can kill and get into cover after killing it, you should. Even if it looks questionable, do it anyway. If you face a nasty CC character, suicide a Lord onto him. Worst that happens is you lose the Lord but you kill all of that guys buddies, and he runs away. Are you likely to catch anyone? Not particularly, but hey at least you have 4 units that can stop combat squads from laughing your army away.

I'd say however that this army is a fraction of it's potential, and works best at 2500 points when you can:

Max out all 5 Destroyer units, the Pariahs, the Scarabs, and give the 'other' Lord a Nightmare Shroud (combine with Soulless for fleeing enemy units) and a Phase Shifter. That's exactly 2500 points, btw.

And that's the best Necrons can do, is 'scare' people with Pariahs. Doesn't work on everyone, but those it does work on don't like them one bit. Make sure you get the charge by sacrificing the Scarabs, and take hits on your Lords whenever possible to conserve your strength, and things will work better than usual.

Way better than the normal way, which is usually 'back in the case, boys!'. lol


- Stelek from YTTH in Necrons: Rebuilt (and Alone)

Stormlord

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Re: ok so it seems Necrons are getting a little online discussion

Post by Stormlord on Sun Nov 28, 2010 1:14 pm

http://imperial-life.blogspot.com/2010/11/destroyer-wing-deployment.html




Destroyer Wing Deployment
Following on from the last two Necrons' post is this deployment guide by Stelek which I have alluded to...

A how-to visual guide on how I deploy my Necrons.

Sadly, because of the limited nature of the Necron army–I pretty much deploy this way whether I’m going first, second, third, last, sideways, quarters or upside down.

Suffice to say it’s predicatable, but no less potent (or impotent, depending on the army it’s facing).

It does allow you to become quite proficient in it’s use, however–simply by making it repetitive in deployment and play.

It does tend to stymie the shit out of armies that can’t CC you, and that’s the way Necrons win.

Suffice to say, the Lord is always attached to the Scarabs. No reason to take a risk running off the board. Everything else is deployed to give cover wherever possible. Essentially, you can use the terrain–but more often than not, the terrain is meaningless. Protect your Warriors and Jetbikes as you can, but if you can’t…that’s fine.

Anyway, here’s the skinny, click the pic for a better view. Oh and C’tans and Monoliths suck now, have always sucked, and will probably still suck whenever 2018 and the new Necron Codex is released.

The tentative title and subtitle for the book is “Necrons: Dead and Buried”.

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Re: ok so it seems Necrons are getting a little online discussion

Post by Stormlord on Sun Nov 28, 2010 1:17 pm

ok there are alot more articles, rather than just continuing to snag them and bring them over here, here is the link you can read them all at your leisure.

http://imperial-life.blogspot.com/search/label/Necrons

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Re: ok so it seems Necrons are getting a little online discussion

Post by Ordinance on Wed Dec 01, 2010 5:55 pm

Darn u giving away all my tricks. lol!

_________________
40k-rules aren't meant to be any kind of physically correct anyway, else
there won't be such ridiculous rules for movement, cover saves, invul
saves, initiate attack order in close combat or whatever. They are a
mechanic, a set of rules to grant a nice and balanced way to toss around
little plastic and metal toy soldiers. Not more and not less.

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