Rarurak Posted June 16, 2013 Share Posted June 16, 2013 My friend is playing Necrons and I was wondering what advice there is to playing against them. Keeping them at range isn't working that well since they get back up and close combat isn't too effective either since the sheer number of their unit size. The telsa troops mess me up with snap fire and scarabs are just a pain in the rear. The only thing that seems effective against them is the Jaws of the World Wolf, and a question about rune priest master of runes. Does that let him cast both his powers per turn or one twice? Link to comment https://bolterandchainsword.com/topic/276951-advice/ Share on other sites More sharing options...
Beachymike123 Posted June 16, 2013 Share Posted June 16, 2013 as a necron player myself, if i were to give you one piece of advice - concentrate. concentrate fire on one unit at a time (if you wipe the unit out they cannot get reanimation protocols, although a lord can come back thanks to everliving, but the unit will still stay down if you wipe out all of their numbers). concentrate on what the scarabs are doing - they are almost as underhanded as a unit of grots/gretchin being left alone until the end of the game hen they claim an objective, but they are worse; they'll make a laspistol be able to penetrate a landraider thanks to entropic strike, and be a pain in the ass for the opponent. deal with these with any blast or template weapons you have as the swarms rule means they suffer double wounds against such foes. and don't be afraid to take down their overlord as early as possible. although I2, they will still be beasts in cc, with T5 and usually S7 (and AP1) if they take a warscythe, its best not to challenge them. best bet is to take them down with shooting. also, avoid vehicles that have medium range - necrons will chew through them with basic warrior squads. drop pods are an effective tactic to hit them hard - but again make sure you know your target and neutralise it quickly. as their squads go offline, you will notice their sudden lack of firepower becoming a major issue as you rob them of one of their greatest strengths. i can't answer your question regarding a rune priest my friend, however. hope this helps chap, and good luck against your opponent. Link to comment https://bolterandchainsword.com/topic/276951-advice/#findComment-3395405 Share on other sites More sharing options...
Rift Blade Posted June 17, 2013 Share Posted June 17, 2013 Yes, as Leinmann said. Concentrate fire & Deal with that unit before moving on to the next. THeir vehiciles barring the Monolith can be dealt with in HTH if neccesary-they don't get the benefits of their shields in HTH. Master of Runes will let you cast 2 SW powers per turn as long as both are not shooting attacks-the 6ed term escapes me right now. If you are using BRB powers, then you you have 2 warp charges & follow the rules there. hope this helps. Link to comment https://bolterandchainsword.com/topic/276951-advice/#findComment-3395417 Share on other sites More sharing options...
Ghostwolfalpha Posted June 17, 2013 Share Posted June 17, 2013 It is a witchfire power and you can only use it once, but with master of ruins, you can then cast a different power (as long as it isn't another witchfire or psychic shooting attack) If he goes warrior heavy, whirlwinds do well at softening up units from a distance, then you can doubletap with bolters to clear out the rest. They also do well vs scarabs As stated above, focus firing is the key, just make sure you prioritize properly and aren't taking the bait. If he uses a lot of flyers, I recommend drop pods so you can get into melee asap. I find forward moving vehicles a waste vs necrons, they just glance it into dust with minimal effort or death ray it. Link to comment https://bolterandchainsword.com/topic/276951-advice/#findComment-3395868 Share on other sites More sharing options...
hendrik Posted June 17, 2013 Share Posted June 17, 2013 heavy bolters are a valid unit too! a 6 man long fang pack +razorback (that remains in the rear) come in at 155 pts. not too bad for 18 S5, AP4 shots at 36". two of these units should decimate his warrior squads. the most annoying thing with necrons i find is their ability to get night fighting,which allows them to survive turn one without much significant dammage while they close in on you, and all their other tricky abilities such as making all difficult terrain dangerous Link to comment https://bolterandchainsword.com/topic/276951-advice/#findComment-3395918 Share on other sites More sharing options...
dswanick Posted June 17, 2013 Share Posted June 17, 2013 Rarurak, on 16 Jun 2013 - 18:29, said: My friend is playing Necrons and I was wondering what advice there is to playing against them. Keeping them at range isn't working that well since they get back up and close combat isn't too effective either since the sheer number of their unit size. The telsa troops mess me up with snap fire and scarabs are just a pain in the rear. The only thing that seems effective against them is the Jaws of the World Wolf, and a question about rune priest master of runes. Does that let him cast both his powers per turn or one twice? Not sure what points level you're playing at, but here's a list I use to give Necron players fits: Quote 1850 Pts - Space Wolves Roster - Core 1,850pt Space Wolves Troops: Grey Hunters Pack (11#, 230 pts) . . 9 Grey Hunters Pack, 230 pts ((C:SW, pgs. 26 & 89); Infantry; Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol x9; Boltgun x7; Close Combat Weapon x8; Meltagun; Power Sword; Meltagun; Acute Senses; And They Shall Know No Fear; Counter-attack) . . . . 1 Grey Hunter w/ Mark of the Wulfen (Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Boltgun; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Rending in CC only) . . . . 1 Drop Pod (Vehicle (Open-topped); 10 model capacity; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System) Troops: Grey Hunters Pack (11#, 235 pts) . . 9 Grey Hunters Pack, 235 pts ((C:SW, pgs. 26 & 89); Infantry; Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol x9; Boltgun x7; Close Combat Weapon x8; Plasma gun; Power Sword; Plasma gun; Acute Senses; And They Shall Know No Fear; Counter-attack) . . . . 1 Grey Hunter w/ Mark of the Wulfen (Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Boltgun; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Rending in CC only) . . . . 1 Drop Pod (Vehicle (Open-topped); 10 model capacity; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System) Troops: Grey Hunters Pack (11#, 235 pts) . . 9 Grey Hunters Pack, 235 pts ((C:SW, pgs. 26 & 89); Infantry; Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol x9; Boltgun x8; Close Combat Weapon x8; Plasma gun; Power Sword; Acute Senses; And They Shall Know No Fear; Counter-attack) . . . . 1 Grey Hunter w/ Mark of the Wulfen (Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Boltgun; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Rending in CC only) . . . . 1 Drop Pod (Vehicle (Open-topped); 10 model capacity; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System) Troops: Grey Hunters Pack (8#, 270 pts) . . 1 Wolf Guard Battle Leader in Power Armour, 120 pts ((C:SW, pgs. 30 & 85); Infantry (Character); Frag Grenades; Krak Grenades; Power Armour; Wolf Tail Talisman; Wolftooth Necklace; Bolt Pistol; Frost Blade x1; Acute Senses; And They Shall Know No Fear; Counter-attack; Independent Character) . . . . 1 Fenrisian Wolf (Beasts; Vicious claws and fangs; Counter-attack) . . . . 1 Wolf Guard in Terminator Armour ((C:SW, pgs. 30 & 86); Infantry; Terminator Armour; Melta Bombs; Power Axe; Combi-Meltagun; Acute Senses; And They Shall Know No Fear; Bulky; Counter-attack) . . 4 Grey Hunters Pack, 150 pts ((C:SW, pgs. 26 & 89); Infantry; Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol x4; Boltgun x3; Close Combat Weapon x3; Flamer; Power Axe; Acute Senses; And They Shall Know No Fear; Counter-attack) . . . . 1 Grey Hunter w/ Mark of the Wulfen (Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Boltgun; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Rending in CC only) . . . . 1 Drop Pod (Vehicle (Open-topped); 10 model capacity; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System) Troops: Grey Hunters Pack (8#, 295 pts) . . 1 Wolf Guard Battle Leader in Power Armour, 125 pts ((C:SW, pgs. 30 & 85); Infantry (Character); Frag Grenades; Krak Grenades; Runic Armour; Wolftooth Necklace; Bolt Pistol; Frost Blade x1; Acute Senses; And They Shall Know No Fear; Counter-attack; Independent Character) . . . . 2 Wolf Guard in Terminator Armour ((C:SW, pgs. 30 & 86); Infantry; Terminator Armour; Melta Bombs; Power Axe; Combi-Meltagun; Acute Senses; And They Shall Know No Fear; Bulky; Counter-attack) . . 5 Grey Hunters Pack, 170 pts ((C:SW, pgs. 26 & 89); Infantry; Infantry; Frag Grenades; Krak Grenades; Power Armour; Wolf Standard; Bolt Pistol x5; Boltgun x4; Close Combat Weapon x4; Meltagun; Power Axe; Acute Senses; And They Shall Know No Fear; Counter-attack) . . . . 1 Grey Hunter w/ Mark of the Wulfen (Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Boltgun; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Rending in CC only) . . . . 1 Drop Pod (Vehicle (Open-topped); 10 model capacity; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System) Elite: Wolf Guard Pack (3#, 104 pts) . . 1 Wolf Guard Pack, 104 pts ((C:SW, pgs. 30 & 86)) Heavy Support: Long Fangs Pack (9#, 390 pts) . . 1 Rune Priest in Power Armour, 110 pts ((C:SW, pgs. 36 & 84); Infantry (Character); Frag Grenades; Krak Grenades; Power Armour; Chooser of the Slain; Bolt Pistol; Runic Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Independent Character; Psyker (Mastery Level 1); Codex Psychic Powers; Jaws of the World Wolf; Living Lightning) . . 1 Rune Priest in Power Armour, 100 pts ((C:SW, pgs. 36 & 84); Infantry (Character); Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Runic Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Independent Character; Psyker (Mastery Level 1); Codex Psychic Powers; Jaws of the World Wolf; Murderous Hurricane) . . 5 Long Fangs Pack, 180 pts ((C:SW, pgs. 28 & 92); Infantry; Frag Grenades; Krak Grenades; Power Armour; Close Combat Weapon x5; Heavy Bolter x3; Plasma Cannon x2; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control) . . . . 1 Squad Leader (Infantry (Character); Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack; Fire Control) . . . . 1 Wolf Guard Pack Leader ((C:SW, pgs. 30 & 86); Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol; Close Combat Weapon; Acute Senses; And They Shall Know No Fear; Counter-attack) . . . . 1 Drop Pod (Vehicle (Open-topped); 10 model capacity; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System) Elite: Wolf Scouts Pack (5#, 90 pts) . . 5 Wolf Scouts Pack, 90 pts ((C:SW, pgs. 27 & 88); Infantry; Frag Grenades; Krak Grenades; Scout Armour; Bolt Pistol x4; Boltgun x5; Plasma gun; Acute Senses; And They Shall Know No Fear; Behind Enemy Lines; Counter-attack; Infiltrate; Move Through Cover; Scouts) Total Roster Cost: 1849 Created with Army Builder® - Try it for free at http://www.wolflair.com All units start in Reserve. I get three Drop Pods on turn 1, with four units left in Reserve (3 Drop Pods and 1 Wolf Scouts). This means I can plan on getting 2 units in on turn 2. I have a variety of options to select from in my T1 wave depending on my opponent's deployment strategy. But it usually consists of 2 Grey Hunters and the Long Fangs w/ Rune Priests. By carefully moving my RPs during initial Movement I can detach them from the Long Fang squad and target 4 distinct units with them. It gets bloody, but it usually forces my opponent into mistakes from which he doesn't recover. Link to comment https://bolterandchainsword.com/topic/276951-advice/#findComment-3395943 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.