EvilToast Posted September 4, 2012 Share Posted September 4, 2012 Ok so i am getting a Landraider,dreadknight and termintators this sunday and im looking to make them good against my freinds necrons and was woundering what configuration to build them as, (Im getting the land raider crusader/redemer box) Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/ Share on other sites More sharing options...
GOFADK Posted September 5, 2012 Share Posted September 5, 2012 The dreadknight should have the heavy incinerator and teleport, so he can get close to the necrone warriors and toast them before he goes into CC. You could try to shoot out the necrons with your Termies with two Pscycannons or go straight for CC and have a psycannon and Incinerator. All Necrons are slow in CC, so go for swords and hammers, but not more than 3hammers. The Landraider are not that easy, because you dont want it in range off those gaussweapons. 4 sixes on the AP roll and it is wrecked. 10 warriors within 12" can easy take it out. But I would go for the Crusader with Psybolts and a Multimelta, and try to avoid mass Gaussfire. Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3166827 Share on other sites More sharing options...
Vash Posted September 5, 2012 Share Posted September 5, 2012 Necrons are easy if you can get close to them. Vehicles in all forms are not the answer against necrons, specially not the land raider. Basic necron infantry will tear it up in one turn. As above, dreadknight with heavy incinerator does wounders against necrons, if you have two, even better. Fast moving units, such as interceptors are good too. Deep striking with the aid of servo-skulls will help alot too, to get into close quarters fast. To be honest, I dont really know how to make a land raider work against necrons. Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3166868 Share on other sites More sharing options...
Cmdr Shepard Posted September 5, 2012 Share Posted September 5, 2012 As above, dreadknight with heavy incinerator does wounders against necrons, if you have two, even better. Fast moving units, such as interceptors are good too. I made a list with 3 DKs and one 10 men Interceptor squad and it was amazing. I never played against Necrons but I suppose those 3 PT/Heavy Incinerator DKs will be though. You can find the list in my signature, if you are interested (It's the one named March of the Dreadknights ;) ) Consider I built this list for playing against armies with no flayers (most of my opponents don't use flyers). You can remove some model/upgrade and field an Aegis Defense line with quad weapon. If your opponent will use a flyer spam necron list this army will encounter a lot of troubles. It's a strong list against nearly everything that does not fly, in my opinion; at least it never failed me in several matches. Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3166935 Share on other sites More sharing options...
adamv6 Posted September 5, 2012 Share Posted September 5, 2012 Vehicles in all forms are not the answer against necrons, specially not the land raider. Basic necron infantry will tear it up in one turn I understand your thinking Vash, but that is a very sweeping statement. Necron infantry are especially brutal to vehicles at 12" and below. Using terrain and clever tactics you can advance a Landraider to within striking distance and keep it alive. Personally, I find the best choice against Necrons is the LRR. Its hard work getting him there, but then its all over for them when he arrives. My personal tactic against them is the deepstrike or shunt a unit into their backfield, which will make them shoot at it for a turn, while advancing a LRR on them. A Dreadknight with PT is brilliant for this. He doesn't have hull points, so he won't get glanced to death. Using the heavy incinerator on Warriors, you stay outside the 12" bubble, and drop the flamer template of delight on them, where they won't get a save. I may have been lucky in the past against Necron players, but I don't have too much trouble with them. Getting the first penetrating shot on the vehicles to get rid of the Quantum Shielding can be a PITA, but after that psycannons wreck them quickly enough. With Psybolts a 10man squad of Strikes can glance AV11 to death ;) For sheer weight of fire coming at you Immortals with Tesla Carbines can be unnerving, and assaulting them more so. Remember, when you declare a charge, they have to get 6's to hit you, but automatically get 2 extra wounds for every 6 rolled on a carbine. So, 1 ten man squad can put out 9 hits quite easily. :( Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3166940 Share on other sites More sharing options...
adamv6 Posted September 5, 2012 Share Posted September 5, 2012 If your opponent will use a flyer spam necron list this army will encounter a lot of troubles. It's a strong list against nearly everything that does not fly, in my opinion; at least it never failed me in several matches. One great trick against Necron flyers is to advance up the board on them. When the flyers come on, they will get one turn max shooting at you, before they are over your head and nothing is in LOS anymore. Then, to get shots on you they have to hover, at which point they become airborne debris under a torrent of Psycannon fire ;) Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3166953 Share on other sites More sharing options...
Bartali Posted September 5, 2012 Share Posted September 5, 2012 The dreadknight should have the heavy incinerator and teleport, so he can get close to the necrone warriors and toast them before he goes into CC. You could try to shoot out the necrons with your Termies with two Pscycannons or go straight for CC and have a psycannon and Incinerator. All Necrons are slow in CC, so go for swords and hammers, but not more than 3hammers. The Landraider are not that easy, because you dont want it in range off those gaussweapons. 4 sixes on the AP roll and it is wrecked. 10 warriors within 12" can easy take it out. But I would go for the Crusader with Psybolts and a Multimelta, and try to avoid mass Gaussfire. False. It takes on average 36 BS4 Gauss shots to strip 4 hull points, so twenty Warriors in rapid fire range. Add in that you should also have cover now that you only need 25% (Terminators provide cover to a Raider), and that goes up to 54 BS4 Gauss shots, or thirty Warriors rapid firing. Necron Warriors also never want to be 12" from you as they will die next turn. They're not suicide squads, they're scoring units. Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3166988 Share on other sites More sharing options...
Cmdr Shepard Posted September 5, 2012 Share Posted September 5, 2012 If your opponent will use a flyer spam necron list this army will encounter a lot of troubles. It's a strong list against nearly everything that does not fly, in my opinion; at least it never failed me in several matches. One great trick against Necron flyers is to advance up the board on them. When the flyers come on, they will get one turn max shooting at you, before they are over your head and nothing is in LOS anymore. Then, to get shots on you they have to hover, at which point they become airborne debris under a torrent of Psycannon fire B) Well with a "lot of troubles" I mean "you will not destroy them easily" ;) . I agree on the "deny LOS" tactic: it's flyers most relevant drawback. Anyway, if I'm not mistaken, Necron flyers do not have "hover mode", thus the only way they have to re-deploy without the movement limitations is to exit the board and re-enter in the next turn. Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3167035 Share on other sites More sharing options...
TheDarkOne Posted September 5, 2012 Share Posted September 5, 2012 The thing about necron flyers is that they have deepstrike, so if your opponnent is feeling ballsy he can drop the flyer when it will get a few turns of shots on you. Warp quake is nice in these cases. I regulalry play against a veil-ridden necron list where immortals depstrike to get shot on your most valulable and vulnerable targets... he only uses one immortal squad with gauss so I think he'd actually have a tough time popping a landraider... LOTS of tesla really... Landraider an't so bad, and I agree the redeemer filled with purifiers or DCAs is the way to go. S6AP3 flamestorm put the hurt on most things pretty good! Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3167125 Share on other sites More sharing options...
Reclusiarch Darius Posted September 5, 2012 Share Posted September 5, 2012 Well, when building to fight Necrons, consider their strengths: - AV13 skimmers (Ghost Arks for camping objectives, Annhilation Barges for fire support, 1-2 Doomsday Barges for hard-countering our infantry) - Wraiths (they will tarpit our close-combat specialists, and they eat Strike squads easily, plus they are very fast) - LanceTeks (they melt TDA units, and inside a Ghost Ark they can trade fire pretty well with our PsyDreads) - Zandrekh (removing USR's is annoying, granting Tank Hunters or Night Vision to LanceTeks is brutal etc) Weaknesses: - Close-combat: They fold instantly to even Strike Knights, the only units that will pose any real problems are Lychguard with shields or Wraiths - Shootouts: A lot of people are under the mistaken belief that spamming gauss or telsa = good shooting. They are wrong. Knights will consistently win most shootouts with Necron units, if your opponent lets you get into the mid-field and thus into range of storm bolter/psycannon. Even shooty Henchmen do a number on Warriors and Immortals. - Cost: Necrons actually work out to be about as expensive as Knights to field; they field similiar amounts of infantry and vehicles, but they face far worse trade-offs when it comes to fitting units into lists (we just have an alternate PA or TDA unit to choose from, or another PsyDread, or a DK, etc). Internet wisdom: - Night Scythe spam: This really needs to get nipped in the bud. Firstly, as many IG players are now discovering, Flyer rules make spamming them wonky and unworkable in tournament situations. They have to be part of a greater force (ie mixed in with substantial scoring presence, tanks, assault units etc). Night Scythes cost more than Vendettas, have strictly worse shooting, carry worse Troops, and cannot be fielded in squadrons. If you actually fight someone bringing this list, take PsyDreads and enjoy your free win. Vendettas are a far bigger problem. With that in mind, lets consider how to pick apart a Necron player who knows what he is doing; - AV13: No two ways about it, this is a problem. PsyDreads really function best blowing up AV12 or lower reliably. That's where our friend the Vindicare comes in. He costs only marginally more (so just swap out one PsyDread for him), but he can get into position to take shots on Turn 1, and he's got a better cover save. The turbo-pen is deadly in 6th, you have good odds to wipe out a Ghost Ark, Annihilation Barge etc every turn he shoots. He is squishy however, and your opponent knows what he does, so two turns of shooting is all you are likely to get out of him before a billion vengeful gauss beams atomise him. Our other anti-heavy armour toolbox is the Dreadknight. He can zip up a flank at frightening speed, and he takes an entire unit of LanceTeks to murder (Wraiths won't tie him up for long). Once he's done trashing their pricey AV13 skimmers, he can switch to murdering Necron infantry. He costs nearly two PsyDreads with teleporter, sword+incinerator, but he's worth every point. - Wraiths: They're fast, tough, and annoying. Paladins are born to murder Wraiths; they can take a Rend and keep fighting, and their compact size and point cost means they're a good fit in many lists. TDA blob is more of an investment, and frankly overkill (no smart Necron player will commit his Wraiths against that, not unless he has to). You can of course shoot them really hard, but that's kinda what the Necron player wants. Force him to commit them poorly, whilst they're roaming around you should be worried. - LanceTeks: Trashing his AV13 Ghost Ark ties directly into this. Once on foot, LanceTeks are pretty easy to kill, and their low shot output makes our larger PA units (Interceptors, Purifiers, even Strike squads) able to weather their firepower with a few casualties then murder them on the charge. They will blow up PsyDreads and the DK pretty easily though, so don't risk either unless you can be sure to kill them. - Zandrekh: He'll almost always bring Obyron, which makes him pretty hard to assassinate, as his bodyguard can just phase back to his side. He is also pretty tough, you'll need multiple attacks to break his phase shifter, and you better take out Obyron from range, his 2+ armour means only hammers can kill him in combat (or tying him up with a warding stave). Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3167198 Share on other sites More sharing options...
BLACK BLŒ FLY Posted September 6, 2012 Share Posted September 6, 2012 You might want to consider bringing SW as an ally so you can field Rune Priest with JAWS... That is really bad news for Necrons and put the pressure on right off the bat. It's dirty so if you think it wouldn't go over well with your opponent I wouldn't do it. Some like the challenge though. G Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3167579 Share on other sites More sharing options...
*Furyou Miko Posted September 6, 2012 Share Posted September 6, 2012 Uh, the Night Scythe is 30 points cheaper than the Vendetta, and 3 Night Scythes vs a squadron of 3 Vendetta will see the Vendettas lose. Hard. Why? The Vendettas can only kill 1 Night Scythe per turn because they aren't Squadrons. What Vendettas are better at is Ground Attack. Night Scythes are only passable at attacking ground targets - their Tesla Destructors are ace anti-flier, but only OK against heavy infantry. What to watch out for with Paladins is scythe Lychguard, scythe/weave Lords, and Spyders. They're all I2, but the Lords especially will strike before any other AP1/2 attack in the game. Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3167637 Share on other sites More sharing options...
Reclusiarch Darius Posted September 7, 2012 Share Posted September 7, 2012 Uh, the Night Scythe is 30 points cheaper than the Vendetta, and 3 Night Scythes vs a squadron of 3 Vendetta will see the Vendettas lose. Hard. Why? The Vendettas can only kill 1 Night Scythe per turn because they aren't Squadrons. Nope, because you have to take the MSU Warrior squad to unlock the Night Scythe, whereas Guard can spend very little on Troops and still spam Vendettas to their hearts content. So, each Night Scythe is 165 when you factor in the Warrior unlock. Hence, more than the Vendetta, and you are forced to bring terrible Troops. IG can take whatever Troops they wish and still have Vendettas as an option. IG can split up their Vendettas into FA slots if they want (at 2k, which is where Flyer armies work best, they have 6 slots). I doubt they will though, as mixing in a few Hydras pretty much shuts down the Night Scythe army. That's not including the Aegis line or Bastion AA weaponry (both of which are dirt-cheap, and do useful things for IG outside of gunning down Flyers). Even if they go pure Vendetta, they can tank telsa destructor pretty well (you need 6's to pen, squadron rules etc). What Vendettas are better at is Ground Attack. Night Scythes are only passable at attacking ground targets - their Tesla Destructors are ace anti-flier, but only OK against heavy infantry. Against tanks, infantry and MC's are going to be making cover saves against the lascannon usually, and its hard to make bombing runs on the same target without dropping into Hover mode (Flyer movement is quite restrictive). Telsa Destructors only seem good because autocannon is just about the best ranged attack Necrons can muster (outside of LanceTeks, the Stalker's heat ray, and the Doomsday Ark, none of which will affect Flyers greatly). You'll tear DE and Eldar Flyers apart, but Vendettas and Ravens have AV12. It's a big step up from AV10 or even AV11. What to watch out for with Paladins is scythe Lychguard, scythe/weave Lords, and Spyders. They're all I2, but the Lords especially will strike before any other AP1/2 attack in the game. Lycheguard are toast, 3+ armour means nothing to our halberds, and they give up the 4++ shield if they take a warscythe. In theory, Lords pose a problem with weave. In practice, its hard to field a great many of them, and Paladins can challenge them out onto the warding stave. Alternatively, just tank their hits (unless Zandrekh gives the unit 'Furious Charge', they won't ID Paladins) and hammer them down when it gets to I1 step. Wraiths are far better in the same tarpit/counter-assault role. I'd be more worried fighting them than the Lycheguard. Link to comment https://bolterandchainsword.com/topic/260228-anti-necron-config/#findComment-3168797 Share on other sites More sharing options...
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