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Necrons


Coverfire

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Have a game next week versus Necrons. I have little to no knowledge about their new codex and I was wondering what Space Wolf players have found to work against them. I believe that my opponent may field Imotekh the Stormlord (he's the night fighting for 3 turns/ seize the initiative on 4+ correct?).

 

At first I thought about Njal and then I remembered I would more than likely be going second (well 50/50).

 

Would drop pods be the way to go? How is their anti-armour now?

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Let me start by saying that what I am about to write is based on a swift look through their codex, chatting to a couple of Necron players and watching one game against The Sledgehammer of the Emperor.

 

Watch out for the wraiths, they are brutal in CC now with their 3++(I think), Ignore terrain and I think they had fleet or counted as jet bikes, I'm not sure.

 

Without an SC they can get two rounds of night fighting. Brutal against most armies, less so for us, but you might want to put searchlights on a couple of vehicles.

Maybe an SC can give them more, I'm not sure.

 

If you drop pod down, you need to pod down serious numbers, otherwise you'll be shot to pieces by weight of numbers. But that could be the same against most armies...

 

Look out for scarabs if you have vehicles, but keep an eye on those wraiths too.

 

The 'melta rule' is gone, so your chainfists and melts give you 2D6+S against their monolith now...

 

I haven't played against them yet, but when I do not much will change in what I take.

Logan + Wolf Guard termies + CML...

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Going second is actually more like 75% likely when you consider it is 50-50 to win the initial roll and then 50% of the time that you win you;ll be siezed (assuming the opponent wants to seize).

 

Also remember that Wolves have accute senses so night fighting is not that big a deal. Also remember all your vehicles have search lights.

 

As For Immotek it is acutally unlikely that he will cause more than 2 turns of Night fighting (Fist turn auto-2nd turn 66%,- 3rd turn 50% but only when turn 2 is also night fight, so only in 1/3rd of games will he actually get 3 turns of night fighting).

 

I actually would advise to play what ever list you are most practiced with. Experience trumps new tricks.

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Generally speaking, they are tough models with a good amount of shooting. While their armies are not as big as many other shooting armies (Spam is actually really hard to pull off decently in that codex due to general costs.) They have fantastic armour (often AV13 until the first pen) and they still are largely inefficent in the combat phase (there are certain exceptions, but they tend to be the exceptions rather then the rule)

 

One of the most distinctive parts about them however is their ability to manipulate the night fighting rules, namely through their royal court and one special character. Even though the special character may not be used all the time, their royal court will have the ability to at least make one round a nightfighting round. It's less of a hassle for us due to acute senses but it's still something we have to keep in mind. Essencally, they pack plenty of tessa and real powerful mid range shooting in tough armoured boxes.

 

Just play them first and figure them out from there. Just break them out of their boxes and hopefully you can eat them in combat.

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