Ming Posted February 10, 2012 Share Posted February 10, 2012 http://www.bolterandchainsword.com/index.p...y=7851&st=0 On my B&C blog. Just Sharing. Thoughts? Link to comment https://bolterandchainsword.com/topic/246984-ultras-vs-necrons/ Share on other sites More sharing options...
Marshal Wilhelm Posted February 11, 2012 Share Posted February 11, 2012 Hmmmm. I am quite conservative in that I feel a big need for long range fire power. Whilst I am sure you know the benefits of it, I'll just re-talk it. :) 1] You are able to attack from the kick off. 2] Even if the baddies are out of TLoS or in reserves because of this, you have effectively attacked anyway, to my mind. `it then shapes enemy movement - if he doesn't want to risk being shot, he now has to follow the lie of the land rather than making a bee-line to where ever he wants. 3] Marines in transports are still just mid-table with regards movement capability. LRshooting offsets this potential weakness. Now I have no idea how this then relates to Night Fighting shenanigans from the Newcrons :) You can throw away this advantage of LRshooting [which you've paid good points for] because he has paid less [i assume] for his Shenanigans. For me, having a Redeemer in such a short ranged army seems too specialised to me. You're already lacking reach, and the Crusader would add more reach AND prevent overkill for whatever the Hammernators assault. `the Hammernators 'should' be able to deal with much, and the Redeemer is just taking away from that. Whilst not adding much AI 12-24" shooting. +++ Whilst what I am saying is more to do with list building, for me, the list informs the on table tactics. If I haven't got what 'I want' then it is hard for me to do what I want. At least at my level of ability :P But I thought to get the ball rolling :lol: Link to comment https://bolterandchainsword.com/topic/246984-ultras-vs-necrons/#findComment-2990205 Share on other sites More sharing options...
Ming Posted February 12, 2012 Author Share Posted February 12, 2012 Yeah, second game where a standard LR or crusader might have had benefits over a redeemer. In this game the redeemer never got to fire with any great effect. I had one moment where I could have flamestormed the necron unit and a chariot, but the ability for him to possibly redirect the flame effect (wounds) onto my other nearby unit made it a risk I decided not to take. Link to comment https://bolterandchainsword.com/topic/246984-ultras-vs-necrons/#findComment-2991215 Share on other sites More sharing options...
Castellan Alaric Posted February 13, 2012 Share Posted February 13, 2012 i played the 'crons with storm lord on saturday, as well. i have 2 squads of tank hunting cml-ing terminators and a ven dread w/tank hunters and a tllc. damn night fighting rules basically nerfed half of my army til turn 5 when FINALLY the storm stopped. don't get me started on the lightning and tesla weapons...so i woulda been able to shoot a lot more of his skimmers had i been able to see anything. also, i brought a TON of cc crusaders in this game, where bolters would have been invaluable. i only managed to kill 5 guys and over half my army was dead. massed rapid firing bolters is the way to fell the metal beasties. now, charging with cc ini's would have worked too, but i wanted to hold to objectives from turn 1 on and didn't have the right units for it. i needed to zoom forward and charge his lines and hope to make it back i order to stop him getting some of his objectives. my lesson's learned and i will charge like a true templar next time -_- you getting a re-match? that same guy's usually gonna be at my closest gw so i hope i get another bite at the apple :) Link to comment https://bolterandchainsword.com/topic/246984-ultras-vs-necrons/#findComment-2991789 Share on other sites More sharing options...
Ming Posted February 13, 2012 Author Share Posted February 13, 2012 Odds are if I skip "work" this Saturday I'll end up fighting this Necron player or the other. Regardless, boht are working extra hard to improve their Necron model range and overall tactical play. Overall the four biggest tactical threats to me in order of importance to deal with: (1) 2+ turns of night. (2) Terrain changes increasing risk and reducing distance to movement. (3) Mindshackling take over your own unit. (4) Spells that eliminate things like skills (tank hunters as an example) The main answer it seems (as recommended) is to locate the "shwerepunkt" of the Necron attack and advance into it. If they make it dark, don't wait for them to wreck you - zoom forward - advance en-masse into their firepower. Shoot them or assault them at close range. In many cases, this might be great. On the other hand, it could be what they want. Monoliths sucking up units, labrynths, stalkers, etc. are all about wrecking you badly. I was banking instead on him advancing to me, while I plinked away at any units I found by searchlight (no objectives to chace this time). Except for horrendous searchlight rolls, that might have worked. In the game I played, I did have a plan that faltered and almost threw in the towel. But then the darkness faded and I got rolling. Not that it mattered because the Necrons by then were rapping their staffs on the doors of my Redeemer. At that point it was anyon'e game (turn 5) and ended with a draw. It is all a matter of learning the opponent's new tricks and modifying your own general strategies to adapt to them. Happy hunting with the Templars! Link to comment https://bolterandchainsword.com/topic/246984-ultras-vs-necrons/#findComment-2991871 Share on other sites More sharing options...
Castellan Alaric Posted February 14, 2012 Share Posted February 14, 2012 when i played it was dark til turn 5...kinda put a hitch in the gitty up of all my long range firepower i had brought along. he has this piece of tech that allowed him to re-roll one dice every phase of the game so turns 3&4 storm got saved with that...and tesla weapons are outrageous...he had 2 units of 10 immortals all with tesla carbine with a lord+orb attached...i hadn't every played an objective based game before so i was pensive and sat on my objectives and just waited to get wrecked basically. next time i'll zoom forward and kill off a unit or 2 and then hop back into the rhino to capture some objectives. if you can get past the av13 their vehicles go down rather easily cuz they're open topped. took out his command barge my turn 2 every with his 3+ cover save (turbo boost + stealth) if i can get into cc with the immortals or warriors it'll be a different story, cuz they hit slow and don't hit very hard back. 'cron lords can be nasty, but they are i2 so hit em hard, fast and a lot of times! :tu: thanks for the luck! appreciate it! likewise~ Link to comment https://bolterandchainsword.com/topic/246984-ultras-vs-necrons/#findComment-2992748 Share on other sites More sharing options...
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