Necron Tactics

View previous topic View next topic Go down

Necron Tactics

Post by Ordinance on Wed Feb 03, 2010 6:58 pm

The necrons are one of the oldest races in the 40k universe according to fluff.

Most tactica will try and delve into different units and detail their strengths and weaknesses if you want to read one of those go to WarSeer or some other site.
What you will find here will be some of the uses I have found for some of these units and some of the tactics you can use.

_________________
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.

Ordinance
Moderator

Posts: 1255
Join date: 2009-07-13
Location: Somewhere in MS

Back to top Go down

Re: Necron Tactics

Post by Ordinance on Wed Feb 03, 2010 6:59 pm

Assault units: Necrons don’t have very good assault units. We do have several of them but none are that great. The ones we have are: C’Tan, Pariah, Wraiths, Necron Lords, Flayed ones, scarabs, and Tomb Spyders.

Of these the Lord on a destroyer body with a Wraith body guard is probably the best if you want to assault.

Scarabs are best used if equipped with disruption fields that way they can either tie up units or go after vehicles.

Normally you don’t want to though. Almost all necron hand to hand units are bet used in a counter-assault mode.

Of your assault units, pariah, C’tan, and tomb spyders are not necrons so don’t contribute to your WBB ability of Phase out. Now this is a mixed blessing, because this means while they are costly they are more expendable than your warriors.

_________________
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.

Ordinance
Moderator

Posts: 1255
Join date: 2009-07-13
Location: Somewhere in MS

Back to top Go down

Monolith tactics.

Post by Ordinance on Wed Feb 03, 2010 7:01 pm

The size of the monolith also leads to some tactics. This thing is perfect to create your own fire lanes by denying the enemy line of sight. Also because of its size your enemy will not often receive cover saves form this monster.

Most players will try to ignore the monolith, but sometimes this is easier said than done. Especially if you have deep struck it into the middle of the table. Now even if it is immobilized it can make a nuisance of itself. While on the deep striking ability of the monolith there is something to be said about deep striking near or on top of enemy units. Its special rules make it so that it wont have to roll for mishap if it lands on an enemy unit, and thus could be useful in disrupting enemy formations.

Monoliths with the Deceiver: this is a classic tactic using these two. The catch is that the deceiver has to be inside the range of the Monolith’s particle whip. It is basically either let the deceiver charge in your opponents turn simply leave combat. Your opponent will then be all nice and grouped together just waiting to be particle whipped to oblivion.

_________________
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.

Ordinance
Moderator

Posts: 1255
Join date: 2009-07-13
Location: Somewhere in MS

Back to top Go down

Re: Necron Tactics

Post by Ordinance on Wed Feb 03, 2010 7:11 pm

Wraiths have three problems.
1. The lack of power weapons or the ability to negate 3+ armor saves.
2. Small model count in their units. Max size of 3.
3. they only have 1 wound each.

Pair them up with a Lord with a destroyer body and a res orb and they become significantly more durable.

they do have a good amount of attacks, are very fast, and can dish out str 6 hits. their best ability is probably that of being able to phase through terrain. So an interesting tactic is to put them behind some LOS blocking terrain and then assault through it to get to a unit. they are best used when attacking units that have first been soften up from massed shooting.

_________________
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.

Ordinance
Moderator

Posts: 1255
Join date: 2009-07-13
Location: Somewhere in MS

Back to top Go down

Re: Necron Tactics

Post by Ordinance on Sat Feb 06, 2010 5:48 am

Terror Tactics: The necrons have several ways in dealling out psychological damage to an army.

1. The Deciever has 2 powers that affect leadership. One that only works on units in close combat and the second forces a unit to take a moral or a pinning test.

2. Night mare shround is the necrons lord's way at causing fear. This thing can make units flee from you at a distance. Unfortunately it only works at range and has no affect in close combat.

3. Necron Flayed ones: These guys have a special ability called Terrifying visage. You have to pass a leadership test while fighting these things or you will be hitting them on 6's in close combat.

4. Pariah: Pariah in this case are a force multiplier. Put them near the flayed ones and watch as your opponent is trying to pass leadership for terrifying visage at a ld 7. Works simmalry if you target a unit close by these things with the Nightmare shroud or the Deceiver's abilities.

_________________
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.

Ordinance
Moderator

Posts: 1255
Join date: 2009-07-13
Location: Somewhere in MS

Back to top Go down

Re: Necron Tactics

Post by CKO on Sat Feb 06, 2010 8:50 pm

Thank you for this I am going to start training for Ard Boyz, and this year I refuse to lose because I dont know how an army works so this was useful.

I will start another thread instead of warping this one! Razz

CKO

Posts: 714
Join date: 2009-06-16
Age: 25

Back to top Go down

Re: Necron Tactics

Post by Ordinance on Mon Feb 08, 2010 10:37 pm

Scarabs: Move as beasts now so they have fleet of foot. Now this does mean that they cannot climb buildings. They do have a special etheric tempest rule that means theat they can eat armor both on vehicles or models who fail thier save. Yes that is right Mr. High and mighty (insert special character) who fails one save looses his armor save for the rest of the game. All hits on Vehicles you roll a 4+ after they are hit and they loose 1 point of armor on ALL of the vehicles faces.

Other things to remember are that they are swarms and thus vulnerable to blasts, which means that they take double the amount of wounds when hit by a template. Also they are only T3 so they arent going to stand up to Powerfists.


Last edited by Ordinance on Sun Dec 04, 2011 3:51 am; edited 1 time in total

_________________
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.

Ordinance
Moderator

Posts: 1255
Join date: 2009-07-13
Location: Somewhere in MS

Back to top Go down

Re: Necron Tactics

Post by Stormlord on Tue Feb 09, 2010 1:42 pm

Ironically, the one thing that my tyranids fear from necrons is the one thing almost nobody else fears.

c'tan

-I cannot really avoid him (since i will be coming right for you anyways)
-I cannot really shoot him down (all my torrent of fire units are str 4) with the a few exceptions (warriors with deathspitter spam and 2x Devourer tyrants/fexes)
-I cannot really do anything to him in hand to hand. The stuff that i could use that would be great against high toughness units (ie toxin sac hormagaunts or even toxin sac genestealers) you just leave combat. And both C'tain are both more than a match for any of my monstrous creatures

it is definately an interesting dilemma. I thought i would post this here for Tom to give him thoughts (or anyone else for that matter). Its not like i have sniper rifles so i dunno

Stormlord

Posts: 3484
Join date: 2009-06-16
Age: 34
Location: Jackson

Back to top Go down

Re: Necron Tactics

Post by fallenbob on Tue Feb 09, 2010 1:49 pm

lots of gaunts with toxin sacs, they may hit him on 5s but they'll wound him on 4s Twisted Evil

fallenbob
Xerox - aka Paper Jam

Posts: 2352
Join date: 2009-06-15
Age: 27
Location: hattiesburg

Back to top Go down

Re: Necron Tactics

Post by Stormlord on Tue Feb 09, 2010 1:51 pm

ah you would think so

remember the deceiver can just leave combat, before i swing

and the nightbringer has some super ability, a sort of wind that buffets str 3 models away :[

leaving combat sucks you know

Stormlord

Posts: 3484
Join date: 2009-06-16
Age: 34
Location: Jackson

Back to top Go down

Re: Necron Tactics

Post by Ordinance on Tue Feb 09, 2010 5:00 pm

Stormlord wrote:ah you would think so

remember the deceiver can just leave combat, before i swing

and the nightbringer has some super ability, a sort of wind that buffets str 3 models away :[

leaving combat sucks you know


Leaving combat doesnt suck for the C'tan just for you tyranids.

While I'm on it: THINGS THAT CAN LEAVE COMBAT in the necron army.

Let me see. The Necron lord with body guard can be teleported out of CC with the veil of darkness.
The Deciever can leave combat.
Nightbringer can throw you out of combat.

And every necron unit can make use of the Monolith to leave combat.

The only problems with these is that they are all expensive point wise, but disappearing units can definately be a tactic on its own when facing hordes of RAGE crazed entities.

_________________
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.

Ordinance
Moderator

Posts: 1255
Join date: 2009-07-13
Location: Somewhere in MS

Back to top Go down

Re: Necron Tactics

Post by Ordinance on Sun Dec 04, 2011 3:48 am

UPDATE: NECRONS can no longer leave combat behind. Of course you had better kill whatever squad you assault and hope they dont have anything good to pile in to counter assault, such as Wraiths. Ok it take that back their are two special characters that can technically leave combat, on by dieing and resurecting, and the second with his super veil of darkness.

_________________
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.

Ordinance
Moderator

Posts: 1255
Join date: 2009-07-13
Location: Somewhere in MS

Back to top Go down

Re: Necron Tactics

Post by Ordinance on Sun Dec 04, 2011 3:52 am

You know I just really need to sit down and redo this tactica sometime.

_________________
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.

Ordinance
Moderator

Posts: 1255
Join date: 2009-07-13
Location: Somewhere in MS

Back to top Go down

View previous topic View next topic Back to top


Permissions in this forum:
You cannot reply to topics in this forum