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Necrons and Wolves


Grimtooth

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Well, it seems that the BA forum did not like my thread about their BFF getting a new codex this weekend. Combined with the fairly new thread about Long Fang missile launchers now being defunct because of Quantam Shielding (LOLOLOLOLOLOL), it seems that Necrons are going to try and make a mark. So what does that mean for the VIth?

 

From what has been released, Necrons are not going to be a game changer for me. I am still waiting for the complete theorycrafting to be released, but I cannot find their paper to our rock. They do not have to worry about phaseout now, however they are still pretty fragile as far as being robot constructs. Our meltas and chainfists will make short work of their new Living Metal rule. In all honesty, the worse thing I am scared about are scarab swarms. Scarab swarms, really?

 

Thoughts?

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In all honesty, the worse thing I am scared about are scarab swarms. Scarab swarms, really?

 

Thoughts?

well once they get into your codpiece those are a PITA indeed!

 

more seriously, i'll see when my neighbour has his dex. i'm really curious how though those praetorians etc will be in CC. HB long fangs will eat through their normal warriors now i believe

I see no change happening, same tactics as previous necrons, meet them in close combat, make them run, chase them down.

 

They now are a little harder to kill but their monoliths are much worse and they don't have the nastiest close combat special character in the game anymore.

Pretty much what has been said already. We'll have a fun few weeks learning the new rules and units, and then it'll be back to business as usual.

 

The difference will be that beating Necrons will no longer be like clubbing baby seals... it'll be like clubbing baby walruses instead.

I honestly think the new Necons are going to be a joke... for us Wolf players atleast.... We have the heavy weaponry to break down their vehicles which is their main pro (having sturdy vehicles). As far as close combat goes it's going to be a huge joke. All equivalent slots of theirs get destroyed by ours in CC, don't even get me started on how well my Thunder Wolf riding Wolf Lord with saga of the warrior born is going to do. Not to mention we have Jaws of the World Wolf which will absolutely crush them, I always run at least 3 RP's.

 

Pros: (For us against them)

- Low initiative (for CC and JotWW)

- The heavy weaponry to destroy their vehicles

- Weak CC

- Little psychic defense (Im actually not to sure on this, I don't remember them having any hood-ish style mechanics)

- Better infiltrate style units (Wolf Scouts vs. Deathmarks(?))

- Easily swept in CC and we have the speed to get to them (TWC, regular wolves, Bikers, Land Raider)

 

Cons:

- Cant stand around all day and shoot and wait for them to assault for Counter Attack.

- More points invested in LF's for Lascannons

SOme of the things the new 'Crons wuill be known for (and that you should watch out for) are:

 

- The new C'tans. They're weaker than they were before, however, their new abilities will really mess up your day (such as the one that makes target model in CC take an I test or be removed).

- Doomsday Cannons. Str 9, AP 1 large blasts with a 72" range means they can easily play the ranged game and win out. Plus, an AP 1 large blast is no joke!

- Scarab Swarms. As previously stated, they'll really mess you up if they get close.

- Tomb Spyders. They have an ability that brings back D3 scarab swarms to a unit per turn. As well, if ANY unit is the target of a psychic power within 6" inches of the spyder unit, they cancel the power on a 4+. Pretty rad.

- Praetorians/The other simular guys. Yes, they have I2... but str 5 power weapons, and a 2+/4+ (rumored) is no joke. Or str 7 PW's.

 

They also have some other nifty charecters, Stormlord can totally mess with ranged armies (making T1 always night fighting, and on a 6 any other turn will be night fighting). Theres another un-killable charecter. Their sergeant/HQ's aren't IC's so they can add some beastly CC abilities to otherwise CC-less units.

 

Keep in mind the 'Cron dex is designed with 6th edition in mind for next year... so even if they aren't top tier like GK/SW/BA/IG right out the gate, expect to see some craziness once 6th hits!

A "traditional" SW list shouldn't need too much of a change to get a challenging game out of the Necrons, but the current favour of 3 units of Long Fangs and small GH units in light Razorbacks is just asking for trouble, especially with the Solar Pulses and Storm Lord in Necron shooting lists.

 

SW are the ideal balanced army, at list they used to be, so maybe going back to that isn't so bad.

 

I've already seen these mech-line lists struggle at the recent ToS, with at most a single SW list on the top tables and plenty on the lower ones by the way. Balanced SW lists look much more stronger.

 

It's going to be interesting seeing how the Necrons turn out I reckon.

I don't think we have too much to worry about, but there are definitely going to be moments that will make us sweat. It might be tougher to get into combat their softer troops units with all their shooting and other special units floating about, but it will still be a matter of systematically wiping them out (is that a pun?)

 

Jaws is going to be amazing against them, considering so far everything seems I2. It almost feels unfair... almost... B)

Missiles will have some problem with that 'Quantum Shielding' thing, but I'm confident that sheer volume of fire will overcome that. And our scouts too. Let's see you outrange us now, Mr Doomsday Cannon! ^_^

A "traditional" SW list shouldn't need too much of a change to get a challenging game out of the Necrons, but the current favour of 3 units of Long Fangs and small GH units in light Razorbacks is just asking for trouble, especially with the Solar Pulses and Storm Lord in Necron shooting lists.

 

SW are the ideal balanced army, at list they used to be, so maybe going back to that isn't so bad.

 

I've already seen these mech-line lists struggle at the recent ToS, with at most a single SW list on the top tables and plenty on the lower ones by the way. Balanced SW lists look much more stronger.

 

It's going to be interesting seeing how the Necrons turn out I reckon.

I think you place too much emphasis on throne of skulls which is a uncompetitive tournament, if those sort of lists start to struggle at the UKGT in March or at the Caledonian open which uses ETC rules then I will start to notice.

A "traditional" SW list shouldn't need too much of a change to get a challenging game out of the Necrons, but the current favour of 3 units of Long Fangs and small GH units in light Razorbacks is just asking for trouble, especially with the Solar Pulses and Storm Lord in Necron shooting lists.

 

SW are the ideal balanced army, at list they used to be, so maybe going back to that isn't so bad.

 

I've already seen these mech-line lists struggle at the recent ToS, with at most a single SW list on the top tables and plenty on the lower ones by the way. Balanced SW lists look much more stronger.

 

It's going to be interesting seeing how the Necrons turn out I reckon.

I think you place too much emphasis on throne of skulls which is a uncompetitive tournament, if those sort of lists start to struggle at the UKGT in March or at the Caledonian open which uses ETC rules then I will start to notice.

 

I have been to other tournaments or played players and their lists for use in other tournaments. At the ToS this year there was a group of guys on the top tables who are taking part in the UKGT - I played 2 of them.

 

It's a misconception to say the Tos is uncompetetive and brought up by some nay-sayers on Warseer in particular. Just because it uses unusual points scoring systems for best opponents doesn't mean the players' lists there aren't competetive. Come along next year and you will see some filth as well as some fun lists! :)

Do scarabs get to move like Jetbikes? I think our Long fangs are going to suffer if that is the case as I can see them spending all game stamping on bugs instead of firing heavy weapons. They seem like they will be a popular choice from what I have read so far.
Scouts seem like a popular choice. I just have a problem knowing they are going to pretty much be insta-gibbed following their turn.

 

Why do you think that? Why would Scouts get insta-gibbed at all?

 

V

Due to the nature in which they typically arrive, behind foe lines. They fire their melta, charge into combat and typically tie or beat up that unit and tend to be out of postion for rest of match, or get focused down.

 

Very effective, but their life expectancy for being short in that they will be going in behind their lines.

Do scarabs get to move like Jetbikes? I think our Long fangs are going to suffer if that is the case as I can see them spending all game stamping on bugs instead of firing heavy weapons. They seem like they will be a popular choice from what I have read so far.

The armour reducing attack is nasty but other than that I don't see much change with them, my regular necron opponent has played heavy on the scrabs for a long time you krak them and they die to instant death, jobs a good un

I just got done playing against two different Necron armies. I couldn't use my Long fangs like I wanted too in both games but CC was evenly matched. We had draws on both games but we are both not very XP'd players and my rolls were atrocious. it's just the damned things won't stay dead!

Current netlisting for Necrons include:

Imotekh the Storm dude who wishes he was Njal

A unit of Scarabs, 10 bases strong, maybe a second unit as well

Warriors with or without Ghost Arks or Immortals with or without Night Scythes

'Lith

Doomsday Arks, usually 1-2

Possibly Spyders for psychic defense, though this is rare.

 

Assuming your bog standard Grey Hunters in Rhinos/Razorbacks with Missile Launcher 'Fangs and a Rune Priest or two...

Turn 1: shoot Long Fangs at Scarabs, not at the AV 13 vehicles. Every missile hit you achieve is a dead base of scarabs, and scarabs may be the 'Crons' best anti tank at the moment.

Turn 2: shoot Arks with Missiles and Melta. Start with the Missiles, work your way to the Melta. If you get lucky on an Ark and pen it, it'll dump its troops so you can melee them with your hunters.

Turn 3+: Jump from unit to unit whacking 'Crons. Shoot missiles at whatever's left.

Rune Priests: should sink Jaws where applicable, but early game you'll be well served by Storm Caller (to provide transports cover from Imotekh's lightning bolts.) Bonus points if you clip Imotekh the Wannabe-Njal with a Jaws line!

 

It's a neat 'dex, with a lot of cool stuff, but ultimately it's nothing a Wolf list can't whomp.

Some players stick to them simply because they have them, plus the teleportation can be handy.

 

That said, something that will be worrisome is Deep Striking Doomscythes. A ballsy (8-10" away or so) drop, favorable scatter, and average dice can see one 'Scythe slap a number of transports with a S10 Ap1 hit. Save your smokes for their deepstrike turn or suffer the Death Ray! Or, you could space your line such that there's 18 inches between each of your transports, but that's begging to be divided and conquered...

 

Go second and reserve everything?

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