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wolves vs necrons tips


Iecosis

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My friend has just started a necron army and his list is pretty solid and i believe its going to trample mine :lol:

 

so i was hoping for some tips against him or suggested units to equalise the playing field

 

my list is:

 

2 rune priests, 1 with COTS

 

1 dreadnought with either a plasma cannon or a lascannon

 

1 10man grey hunter squad w/ flamer n melt with rhino

 

2 5man grey hunter squads with 1 melta in lasplas razorbacks

 

2 10 man(wolf?) fenrisian wolf units<- not particularly competitive but i like the models

 

1 3man thunderwolf unit with 1 thunder hammer

 

1 6man long fangs with 5 missile launchers with TLLC razorback

 

1 vindicator

 

mines is 1500 odd with 250 its more to spend, his list is 1750ish and consists of:

 

Nemesor Zhandrekh

 

overlord w/ warscythe,mindshaccle scarabs and ressie orb

 

2x 10warriors

 

5 immortals(can have both guns) w/ghost arc

 

4 wraiths w/ whip coils

 

1x 10bases of scarabs

 

6 destroyers (some may be heavy, not sure?)

 

3x3 units of spiders w/ 3gloom prisms(1 per squad)

 

its the large amount of scarabs n spiders (9 monstrous creatures with thousands of scarab bases, o rly?)

 

btw we tand to play killpoints and my army has more.

 

so any tips and tricks of army suggestions would be appreciated wolf brothers.

 

thanks for reading, iecosis

 

p.s also first post so hello, nice to meet you all :HQ:

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Welcome to the Fang.

 

At LEAST one more pack of Long Fangs, and I'd consider a couple plasma cannons, though most people get by with MLs.

 

Don't spread out your army's shots too much. Focus-fire a single squad so you can make sure it doesn't get back up on his turn, before working on another squad.

 

His entire army is Initiative 2, so getting into melee will be in your favor. Just remember again that you've gotta make sure to wipe out the whole squad or he can potentially lock you in melee the whole game...also, melee with scarabs is inadvisable.

I just so happen to play both armies so i have a good idea of what either side can do :HQ:

 

First off he a has a really unconventional list due to the high volume of spiders and scarabs. These are massively fast and get a shed load of attacks. However the scarabs are susceptible to templates so focus fire with these weapons on the scarabs first. if there are no scarabs left then the spiders can't birth more.

 

Your wolves in this list are actually really good. i would run them behind your other squads to give them a cover save. Necron weaponry will not gives the wolves a save generally but your marines will. once you are close enough the charge range of your wolves will mean you can get the charge and maximise the vast number of attacks you possess. This is the same with the thunderwolves. Once you are in combat they will fall over. I know this is usually the opposite tactic but the fact you can be in combat much quicker with a large number of attacks will give your GH squads time to move up.

 

Your armoured vehicles need to be kept as far back as possible to stop any scarabs getting to you for at least 1 but hopefully 2 turns. i would even put the vindi at the back of the board and not fire it first turn if they are going first. you have to think of scarabs like fenrisian wolves that take out tanks. 5 bases will kill a vindi if it hasn't moved the turn before easily. and if they don't it means that the standard necron weapons can start to pen you. The maths on this is 5 bases get 50 attacks on the charge even if you have moved 6" that is 25 hits. Then they roll to see if entropic strike takes effect, which it does on a 4+ so of those 25 hits you would loose 12.5 points of armour on all facings permanently. which mean you are wrecked as you rear armour would be down to 0. if they didn't manage to get it this low but say to armour 4 or 5 the scarabs then roll to penetrate on those 25 hits. I'm sure you can see where this all ends :lol: all that anti tank for 45 points for 5 bases!!!

 

on the rune priests they both need to have JOWW as necron initiative 2 will see models fall over :P

 

As for the extra 250pts well against necrons you win if you are fast into combat. sky claws would actually be really good against necrons as would swift claws. i also would be really tempted to take some wolf scouts. i would tool them up with 2 power weapons, melta gun and MOTW. I may even whack a wolf guard in there with a power weapon / power fist and combimelta. 5 scouts outfitted like this have taken out 10 man marine squads for me. against Necrons, who have a high chance of sitting close to their board edge, this unit would decimate.

 

Finally if i was the necron player with this list i would be setting up with my scarabs in cover out of site with the spiders making 9 more scarab bases per turn!!!! then once you have moved closer (which may only be 1 movement phase) i would pounce out of cover and attack. the wraiths i would use as a counter attacking unit in this list and i would probably set my troops up as far forward as possible and then shoot as i fall back to my board edge. my over all tactic would be to make you slow by taking out your transports and then slowing the troops by assaulting with scarabs whilst focusing fire on your un-engaged units. especially considering that my spiders can still add scarab bases into a unit even if it is locked in combat!!!!!

i play against necrons quite a bit and this is what i would do.

2 rune priests, 1 with COTS

put jaws on both. its almost not fair to the point of pity.

 

1 dreadnought with either a plasma cannon or a lascannon

solid. take either weapon. one is good for tank hunting the other for trashing monstrous creatures/ immortals

 

1 10man grey hunter squad w/ flamer n melt with rhino

 

2 5man grey hunter squads with 1 melta in lasplas razorbacks

nothing to add accept i would think of adding wolf guard.

 

2 10 man(wolf?) fenrisian wolf units<- not particularly competitive but i like the models

points are better spent elsewhere

 

1 3man thunderwolf unit with 1 thunder hammer

you may want a SS here.

 

1 6man long fangs with 5 missile launchers with TLLC razorback

awesome

 

1 vindicator

this is kind of overkill. i would add more long fangs or land speeders

 

personally i think he does not stand a chance with what you already have but i would do it like this if it were me:

 

2 RP's 1 w/CotS both with jaws

1 dread w/plasma and extra armor

1 lone wolf w/ TDA hammer, SS

10 grey hunters flamer/melta

5 hunters w/melta

5 hunters w/melta

3 Thunder wolves w/TH, SS

2 land speeders w/flamer, multi melta

6 lang fangs with missiles

1 rhino

3 las/plas razorbacks

 

this is 1495 points as is. need to tweak it to get standards in your grey hunter packs though.

 

this is the most important thing i can think of though. take a lone wolf!!!! those mind shackle scarabs are the only thing i ever worry about. sucks when you kill your own hero. all you need to do is send that lone wolf out there to combat it though. his 2+, 3++ save will keep him alive against his own attacks and if he dies, well then your opponent helped you get rid of a kill point. mine never dies though against necrons and just mows through them. lords mean nothing against him.

 

Lone Wolf!

With the suggestions so far, I still highly recommend a second Long Fang pack. Every game I play at 750+ pts, my Long Fangs get focused down because my opponent doesn't have enough long range units to be concerned about with only 1 pack of LF. Even adding a second smaller pack will divert your opponent's attention and increase the odds of both packs staying alive.

As a player of angry space robots as well, I think you have a very sold list against his.

He doesn't have any of the really scary tanks from the necron list, I've had an annihilation barge chew through a gh pack in no time with some unlucky saves.

Fielding huge numbers of MC's is usually an intimidation tactic rather than an especially effective list, don't let them shake you and hit them with big guns. If you can change your list at this point, flamers in the gh squads will make short work of the scarabs, as will the vindicator, but I'd be very careful about distances, for reasons mentioned above.

Try and take out the ghost ark before you assault its unit, it efficiently drops 1 or 2 new warriors each turn, and makes the hard to kill even harder.

Those wraiths will likely try and hang near big melee beasts, spiders or overlord to reduce their opponents I below the necrons. Concentrated bolter fire will do them in quick if you want your big guns on more threatening targets.

While the necron codex has a bunch of new tricks to deal with, he doesn't seem to be capitalizing on many of them, I doubt you'll have much trouble if you sick to a plan and don't let those spiders push you around.

 

Good luck!

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