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How to beat Necrons


Ragnars Claw

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Has anyone had any success against Necrons?

 

I regularly play:

 

Anarakyr in barge

Overlord in barge

 

2 crypteks with solar pulse

1 cryptek with veil

 

10 immortals with tesla

3 x 5 warriors

 

2 x 6 wraiths with 2 coils and the pistol

9 scarabs

 

3 annihilation barges

 

I regularly lose.

 

The night fight is nasty.

 

So do you puch forward against it?

 

Hold back until night fight clears?

 

Shuffle forward trying to light up units with searchlights?

 

Seems like a no win game at the minute although i'm sure thats not the case!

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Seems like he has small units of Warriors. If he has a Cryptek in one of those units then take advantage of the small numbers, and try drop-podding a unit of 10 Grey Hunters and rapid firing them down, or even a 5-man terminator squad and use those storm bolters. The 2+ armor save will help counter the array of tesla and gauss weapons coming their way on the opponent's turn. You pretty much want to take out THOSE (cryptek) squads out first to get rid of those Solar Pulses as soon as possible. Until that happens, your Long Fangs (and any other range fire) will be waiting until turn 3 to realistically do anything constructive. (Be sure to have him announce which Cryptek is using the solar pulse so that you can take out the one he hasn't used first to make it useless!) (Unless of course he uses one his turn, and the other yours, then that won't really matter since you can use your ranged weapons at the start of turn 2)

 

Wolf Scouts seem to be a nice counter to a unit with mind-shackle scarab Necron Lord/HQ since they need him to be in the front lines to trigger his ability so attacking from behind will hopefully ensure that he doesn't have enough room to make it to the "back lines" since models can't move through each other in assault, and the IC will have to move 1st. And if you can manage to pull off a multi-assault, you should. I would even justify using a 10man squad just to do so to tie up his infantry, or get a melta shot/bomb or two off on a vehicle. Either way, you make him fail an Leadership/Initiative test, that unit is dead due to incapable of falling back or sweeping advance. Oh, and no Quantum Shielding on the back armor!!!!

 

I have yet to fight Wraiths, though I am dreading them. I would imagine to 'dakka the hell out of them asap since they have that 3+ invul. Quantity over quality here. I plan on using Rune Priests to take care of them. The plus side of VSing them is that they will have to come to you to be effective which means you might manage to pass a night-fighting test for once due to close (and dangerous!) proximity.

 

I've gone against the new Necrons only twice, but have faced a similar list. I've been unfortunate enough to get stuck doing DoW matches both times making my TWC, Skyclaws, and Fenrisian Wolves take FOREVER to get up the board. Also, both games the Necrons were very shooty.

 

Hope some of this helps.

One of my best friends is Necrons and I play them all the time. Though, he doesn't use scarabs or Anarakyr right now.

 

Try to tie up Warriors/Immortals in CC ASAP. It will likely create a tar pit if they have a lord with a res orb, but it's better than being shot at.

 

Shoot the wraiths with high STR so you can instant kill them and hope you can kite them, as they're multi-wound. If they get you in CC you're pretty much done, especially with coils. You also cannot slow them down because of wraith flight and JotWW doesn't work because they're "jump troops".

 

I've never had to deal with night fighting, so I can't really help you out there.

One of my best friends is Necrons and I play them all the time. Though, he doesn't use scarabs or Anarakyr right now.

 

Try to tie up Warriors/Immortals in CC ASAP. It will likely create a tar pit if they have a lord with a res orb, but it's better than being shot at.

 

Shoot the wraiths with high STR so you can instant kill them and hope you can kite them, as they're multi-wound. If they get you in CC you're pretty much done, especially with coils. You also cannot slow them down because of wraith flight and

 

I've never had to deal with night fighting, so I can't really help you out there. JotWW doesn't work because they're "jump troops"

 

http://www.games-workshop.com/MEDIA_Custom...Version_1_1.pdf.

 

Q. Does Jaws of the World Wolf affect Jetbikes? How

about Artillery? (p37)

A. Yes, because ʻJetbikesʼ is a subcategory of the ʻBikeʼ

unit type. As for Artillery, the crew models may be affected,

but the gun models, being vehicles, are not affected

 

Now why wouldn't this be the same for "jump infantry?" I mean, that is in fact a subcategory of "infantry," and I cannot think of another unit that has the term "infantry" off the top of my head at the moment. Am I missing something here?

Jaws of the World Wolf

(...) Monstrous Creatures, beasts, cavalry, bikes and infantry models that are touched by this line must take an initiative test.

(Codex Space Wolves, page 37)

 

AFAIK, "Jump Infantry" is a unit type of it's own and isn't listed as something effected by Jaws.

One of my best friends is Necrons and I play them all the time. Though, he doesn't use scarabs or Anarakyr right now.

 

Try to tie up Warriors/Immortals in CC ASAP. It will likely create a tar pit if they have a lord with a res orb, but it's better than being shot at.

 

Shoot the wraiths with high STR so you can instant kill them and hope you can kite them, as they're multi-wound. If they get you in CC you're pretty much done, especially with coils. You also cannot slow them down because of wraith flight and

 

I've never had to deal with night fighting, so I can't really help you out there. JotWW doesn't work because they're "jump troops"

 

http://www.games-workshop.com/MEDIA_Custom...Version_1_1.pdf.

 

Q. Does Jaws of the World Wolf affect Jetbikes? How

about Artillery? (p37)

A. Yes, because ʻJetbikesʼ is a subcategory of the ʻBikeʼ

unit type. As for Artillery, the crew models may be affected,

but the gun models, being vehicles, are not affected

 

Now why wouldn't this be the same for "jump infantry?" I mean, that is in fact a subcategory of "infantry," and I cannot think of another unit that has the term "infantry" off the top of my head at the moment. Am I missing something here?

 

its different because Jetbikes are a sub-catagory of (regular) bikes, where Jump Infantry is a unit type of its own.

 

WLK

Jaws of the World Wolf

(...) Monstrous Creatures, beasts, cavalry, bikes and infantry models that are touched by this line must take an initiative test.

(Codex Space Wolves, page 37)

 

AFAIK, "Jump Infantry" is a unit type of it's own and isn't listed as something effected by Jaws.

 

no jump infantry are considered a subcategory of infantry. the even say this wen talking about the wolf priests oath of war. and reiterate it when talking about jaws the only thing jaws wont work on is tanks and vehicles of that kind. that is how i understand it an d that is how everyone in the group i play with view it the same way.

 

Q. Does Jaws of the World Wolf affect Jetbikes? How

about Artillery? (p37)

A. Yes, because ʻJetbikesʼ is a subcategory of the ʻBikeʼ

unit type. As for Artillery, the crew models may be affected,

but the gun models, being vehicles, are not affected.

Rereading the rule book (pg51, Unit Types), I am inclined to believe that Jump Infantry is it's own unit type due to it being listed as such.Also , the last sentence before the Monstrous Creature section re-affirms this, I believe.

 

In the end, I think it is completely silly and might even a mistake that all units EXCEPT for Jump Infantry and Vehicles aren't affect by Jaws. Makes no sense. Almost as bad as the Daemon Prince in the C:CSM not being affected by Runic Weapons due to it not being a "Daemon."

 

Oh, OP, SEARCHLIGHTS are invaluable!

Jaws of the World Wolf

(...) Monstrous Creatures, beasts, cavalry, bikes and infantry models that are touched by this line must take an initiative test.

(Codex Space Wolves, page 37)

 

AFAIK, "Jump Infantry" is a unit type of it's own and isn't listed as something effected by Jaws.

 

no jump infantry are considered a subcategory of infantry. the even say this wen talking about the wolf priests oath of war. and reiterate it when talking about jaws the only thing jaws wont work on is tanks and vehicles of that kind. that is how i understand it an d that is how everyone in the group i play with view it the same way.

 

Q. Does Jaws of the World Wolf affect Jetbikes? How

about Artillery? (p37)

A. Yes, because ʻJetbikesʼ is a subcategory of the ʻBikeʼ

unit type. As for Artillery, the crew models may be affected,

but the gun models, being vehicles, are not affected.

 

The categories in BBB show:

Monstrous Creatures

Jump Infantry

Bikes

Beasts & Cavalry

Artillery

 

These are all unique and distinct from Infantry, as per the opening paragraph in Unit Types.

 

Jet bikes "are the same as bikes, with the following exception...."

No such thing is said of Jumpers with regards to Infantry.

 

Jumpers are immune. They float above the gap.

 

Why did the FAQ not apply that same view to Jet bikes? Idk. ;)

 

+++

 

Q. If the unit type that a Wolf Priestʼs Oath of War affects

is declared to be Bikes, does the unit gain the benefit

against Jetbikes, and vice versa? (p35)

A. Yes, because Jetbikes is a subcategory of the ʻBikeʼ unit

type. Similarly, ʻBeasts & Cavalryʼ are the same unit type,

and ʻJet Packsʼ are a subcategory of the ʻJump Infantryʼ

unit type. A Wolf Priest that has sworn his oath against one

will still get the benefit of the oath against the other.

 

I think if you are declaring Infantry as the target of the OoW, and then getting preferred enemy against Jumpers, you are not doing it correctly by RAW from what I can tell :)

 

Jumpers are not a subcategory of Infantry.

Jet Packs are a subcategory of Jumpers.

note that lord also might have defencive grenades. when i first played against the new necrons i had my wolf guard terminators charge their lord to prevent him to reach my objective, i figured with me having the charge bonus and going first i'd have a good chance of taking out his praetorians(?those guys with the shields). my idea went out of the window when he activated his defensive grenades.

 

as myles said i highly recoomend droppoding, espacially with some combi flamers of the wolf guards or a double flamer unit. they eat those nasty scarabs. thinking of it a heavy flamer might be interesting too

It would be nice to know what you have?

am I reading his list right he has not transports for his troops?

1)If you are using a mech list use your searchlights they come free with a lot of your vehicles. get close quick light up your targets of choice. This will let you longfangs, runepriests and other ranged shooting destroy them. Remeber acute senses rerolls night fighting tests

 

2)Destroy his good CC units the wraiths, lords and scarabs with shooting. move on to the Ann barges after them. I find living lighning good for scarabs no armour save instant death. Torrent the wraiths. this will allow you to..

 

3)Destroy his troops in CC

 

4)buy extra armour on your transports this means they cant deny you your mobility with stunned results

 

5) wolf scouts would be good to stop him hiding at the back of the board.

Jaws of the World Wolf

(...) Monstrous Creatures, beasts, cavalry, bikes and infantry models that are touched by this line must take an initiative test.

(Codex Space Wolves, page 37)

 

AFAIK, "Jump Infantry" is a unit type of it's own and isn't listed as something effected by Jaws.

 

no jump infantry are considered a subcategory of infantry. the even say this wen talking about the wolf priests oath of war. and reiterate it when talking about jaws the only thing jaws wont work on is tanks and vehicles of that kind. that is how i understand it an d that is how everyone in the group i play with view it the same way.

 

Q. Does Jaws of the World Wolf affect Jetbikes? How

about Artillery? (p37)

A. Yes, because ʻJetbikesʼ is a subcategory of the ʻBikeʼ

unit type. As for Artillery, the crew models may be affected,

but the gun models, being vehicles, are not affected.

 

Where are the considered this? Jump Infantry are listed as their own type in the rulebook.

Jaws of the World Wolf

(...) Monstrous Creatures, beasts, cavalry, bikes and infantry models that are touched by this line must take an initiative test.

(Codex Space Wolves, page 37)

 

AFAIK, "Jump Infantry" is a unit type of it's own and isn't listed as something effected by Jaws.

 

no jump infantry are considered a subcategory of infantry. the even say this wen talking about the wolf priests oath of war. and reiterate it when talking about jaws the only thing jaws wont work on is tanks and vehicles of that kind. that is how i understand it an d that is how everyone in the group i play with view it the same way.

 

No it is not.

 

The unit types are:

 

Vehicle, Infantry, Jump Infantry, Cavalry/Beast, Monstrous Creature, Bike, and Artillery.

 

Just because it has infantry in the name doesnt make it a subcategory. All of this is listed in the first five pages of the rulebook.

Doesn't acute senses help against night fighting as for Jaws it's quite specific on who it affects and jump infantry aren't on the list.

 

As for advise Run forward and and hope for high dice rolls works against 100% of enemy forces, but might lead to high casualty rates

:(

 

salt to taste

Doesn't acute senses help against night fighting as for Jaws it's quite specific on who it affects and jump infantry aren't on the list.

 

As for advise Run forward and and hope for high dice rolls works against 100% of enemy forces, but might lead to high casualty rates

;)

 

salt to taste

 

It does, but trying to get those long distance lascannons and misslies across the board is no easy task in turn 1 and 2. Reroll for acute vision doesn't help as much as people think at least not from any of my experiences

A Whirlwind is going to be useful for shredding infantry squads... after that its point denial. Landspeeders to help you hunt down the fast moving barges is a good idea, and LFs with lascannons and maybe some razorbacks will help nock down the other vehicles. Also note that ordnance barrage can fire even if its beyond nightfighting distance.

 

You should be able to handle the necrons in the assault phase, even the wraiths arent that tough.

It does, but trying to get those long distance lascannons and misslies across the board is no easy task in turn 1 and 2. Reroll for acute vision doesn't help as much as people think at least not from any of my experiences

Is that not the point of moving forward your vehicles and using your spotlights? It saves your Long fangs having to make the night fighting test.

 

Certainly you may have to make the choice between sub optimal targets you can light up and optimal ones which are riskier.

 

but 2+ wolf scouts make hiding within 12" of the edge risky shortening the distance you should have to test for.

 

average roll nightfighting 21-24" plus 12" move plus 12" deployment zone= 48 " board

Especially with the OBEL being sides and back

As many have said, I'd use Wolf Scouts coming in from the flank or rear to threaten his barges. Those will really be one of the biggest ranged threats (if not the ONLY ranged threat) as not only can it pop light armor, but the arcing can hurt guys in the open.

 

His infantry is weak and slow, so use that to your advantage. I'd focus early on on faster units/support (i.e. the Wraiths, Scarabs and barges). I doubt he'll rush Anrakyr forward alone, so I'm assuming he uses both the Overlord and Anrakyr as like a terrible duo of destruction - rushing forward to pop vehicles or tie up infantry units (assuming he's put Warscythe on the OL).

 

Mech up and use searchlights and Acute Senses to your advantage.

 

As for his Wraiths, use a two prong approach - torrent him down with weak shots (either dismount a sacrificial GH unit to double tap with bolters, or use lots of Frag Missiles) and then hit him with Tempest's Wrath. Personally I always take TW/LL on my RP as if you want to shoot something that's far away (like Wraiths initially or barges) the moderate Str. and potentially large number of shots is clutch. Then when the Wraiths get close, pop TW and laugh as they need to take DT tests when they end their move within range. Then (IDK off the top of my head if they have fleet or not) if they run make them take another DT test, and same goes if they try to assault. Odds are if you force them to take a bunch of DT tests over a turn or 2, they'll start taking wounds and die.

 

And if you assault the Wraiths, make sure you know which ones have coils before you assault and then either move an I1 guy into b2b or some sacrificial unit. (EX: for me if I assaulted them with my Wolf Lord and TWC crew, I'd have the Lords two Fen Wolves move into b2b with the coils if possible, or try and get the TH TWC to do so...thereby leaving the higher I guys to swing normally).

 

Hope this helps

It does, but trying to get those long distance lascannons and misslies across the board is no easy task in turn 1 and 2. Reroll for acute vision doesn't help as much as people think at least not from any of my experiences

Is that not the point of moving forward your vehicles and using your spotlights? It saves your Long fangs having to make the night fighting test.

 

Certainly you may have to make the choice between sub optimal targets you can light up and optimal ones which are riskier.

 

but 2+ wolf scouts make hiding within 12" of the edge risky shortening the distance you should have to test for.

 

average roll nightfighting 21-24" plus 12" move plus 12" deployment zone= 48 " board

Especially with the OBEL being sides and back

 

In both of my games vs the new Necrons, I've gotten stuck with Dawn of War deployment which made things a heck of a lot more difficult for me.

Wraith's don't take dangerous terrain tests, because they have Wraith Flight.

 

Your best bet, like others have said, is to take out what they have that can pop vehicles. Once that's done, he'll have a tough go of it. My buddy plays Necron and we play almost every weekend. The only thing that really gives me lots of trouble is Wraiths w/coils. They have a 3+ invul save, so you just have to keep torrenting them with fire, even with missiles.

 

Rune Priests are also nasty against Necrons because of Jaws. You can snipe his Lords/Overlords to negate res orbs. I also like to pair it with Murd Hurricane, just for the sheer torrent of fire it can put out, albeit low strength. It's also good for kiting stalkers to keep them out of heat ray (melta) range.

Wraiths automatically pass Dangerous Terrain tests, and are never slowed by difficult terrain.

 

Damnit! I figured they'd have some special rule like that. Don't have their book in front of me so I forgot what their Special Rules were.

 

Oh well...guess you just have to LL them to death

Wraiths automatically pass Dangerous Terrain tests, and are never slowed by difficult terrain.

 

Damnit! I figured they'd have some special rule like that. Don't have their book in front of me so I forgot what their Special Rules were.

 

Oh well...guess you just have to LL them to death

 

One thing I've started doing is kiting them with RP on a bike and some bikers with a multi-melta and plasma gun. Bikes can match their movement and still double tap the plasma, plus casting LL on them.

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