ContemptuousAngel Posted November 10, 2014 Share Posted November 10, 2014 I've got a game coming up against a hard Necron player. It'll be my third game with the Sons of Russ, so I'm a bit nervous. Any advice would be appreciated. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/ Share on other sites More sharing options...
Leif Bearclaw Posted November 10, 2014 Share Posted November 10, 2014 Umm, you probably need to give us something more to work from here. Points values, army composition etc. But general advice against Necrons? Be careful around Scrabs, their entropic strike is really irritating. Hug cover as much as possible to restrict LoS, you really want to be getting up in their face. Necrons don't like being assaulted and we're arguably amongst the best assault focused armies atm. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858448 Share on other sites More sharing options...
Donkalleone Posted November 10, 2014 Share Posted November 10, 2014 Tempestas is Good against Necron if they are on Foot. Jaw forces a Iniative test on a whole Unit and almost all Necs are I2 and is removed from play. A Sicaran is very good against their SKimmers. So Shoot them out of their Barges and then Fry them with Psycer in the Next Phase. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858460 Share on other sites More sharing options...
Frater Cornelius Posted November 10, 2014 Share Posted November 10, 2014 Jaws is garbage and not worth the price of admission in my eyes. Personal advice: beware of wraith and do not underestimate them in melee. They can hold their own against TWC. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858492 Share on other sites More sharing options...
Z00Z Posted November 10, 2014 Share Posted November 10, 2014 You want to get in melee with them but you want to be smart. Necrons suffer mostly from being I2 with a 3+ save mostly across the majority of their units. If you target a unit, aim to wipe them out, not leave some behind so look at force mutipliers, re-rolls to hit, re-rolls to wound, shred,rending the lot. Unlike other armies, you will want to wipe the whole unit. So load up on claws. Lots of them on melee. to maximise attacks, TWC with dual claws hitting at init, AP3, dual specialist so +1 attk. i.o.w. naked TWC will be ineffective against them. They dont really feature a lot of high AV except the monolith, so dont bother taking high anti-Av. 1 or 2 meltas/MB's will be enough.Keep out of LOS as much as possible until you can engage in melee. EDIT: Anti-flyer spam. Use go to ground, ignore mostly. and dont take a lot of high AV Should be a good fight Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858606 Share on other sites More sharing options...
ContemptuousAngel Posted November 10, 2014 Author Share Posted November 10, 2014 Points at 2,000. I've got the CoF book now and will be running the formation that gives my wolf guard WS5. I spam Razorbacks and can spam vindicators and whirlwinds. My biggest tank is a redeemer and I haven't got any TWC yet. I feel like vindicators will be very useful. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858611 Share on other sites More sharing options...
Z00Z Posted November 10, 2014 Share Posted November 10, 2014 Points at 2,000. I've got the CoF book now and will be running the formation that gives my wolf guard WS5. I spam Razorbacks and can spam vindicators and whirlwinds. My biggest tank is a redeemer and I haven't got any TWC yet. I feel like vindicators will be very useful. the issue with this tactic, is that he can spam gauss weapons across most units. 24" range, auto-glance with a roll of a 6, rapid-fire avail of this loadout too. You dont want the core of your army to be AV vs. necrons. You need feet on the ground and lots of them. DP's are very much preferred over RB's rhinos etc vs necrons. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858627 Share on other sites More sharing options...
ContemptuousAngel Posted November 10, 2014 Author Share Posted November 10, 2014 I can field around 40 pairs of boots if I take fewer vehicles, including some good ccw characters like Lukas and ccw terminators but I've got no drop pods yet. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858645 Share on other sites More sharing options...
Frater Cornelius Posted November 10, 2014 Share Posted November 10, 2014 [...] but I've got no drop pods yet. Bad. Crons are the kings of 24" range. They will tear you apart the instant you move into threat range. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858658 Share on other sites More sharing options...
ContemptuousAngel Posted November 10, 2014 Author Share Posted November 10, 2014 Dropping 120 on dip pods this week isn't exactly in the ok' budgie. I'll have to figure a way around it. I can take some ccw/firepower termies and deep strike them to support a gun/ cannon line or slogging WG packs supported by cannons. I think a bunch of vindicators and a whirlwind are probably better for that strategy than a redeemer. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858685 Share on other sites More sharing options...
ContemptuousAngel Posted November 10, 2014 Author Share Posted November 10, 2014 Or I could just mob up with regular troops and try to get lucky with the outflanking formation. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858693 Share on other sites More sharing options...
Frater Cornelius Posted November 10, 2014 Share Posted November 10, 2014 Redeemer will die to Gauss at that range. At 24" Gauss is less effective, so a Vindicator might do just fine seeing as Tesla is no guaranteed kill on AV13. It will force jinks and might mop up those Wraiths and Scarabs fast enough. It is essential that you do not show your side armour too much. Tesla will destroy you otherwise. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858695 Share on other sites More sharing options...
Vash113 Posted November 10, 2014 Share Posted November 10, 2014 My advice? Ditch vehicles, all of them. And use Fortifications. I'd suggest a Firestorm Redoubt, Vengeance Weapons Battery or Aquila Strongpoint. Give yourself some extra AA from the emplaced weapons, fortifications to shelter in, and fire from. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858702 Share on other sites More sharing options...
ContemptuousAngel Posted November 10, 2014 Author Share Posted November 10, 2014 Sure let me just go buy a bunch of stuff and model it and paint it before Friday. Yeah that's not on the table. Sorry for the snark. A man once said, "You go to war with the army you have, not the army you want, or wish you had." I have a whole list of stuff in order of priority that I'll be getting to make my army more flexible, but I've got what I've got, and I need to figure out how to use it the most efficient and hard hitting way possible. So I could do a few different options: Spam troops/wolf guard in razorbacks with assault cannons, las plas, or heavy flamers, supported with vindicators and a whirlwind, and try to get my troops into range to assault. I can scrimp on the packs and throw a terminator squad at him as well. I can go full on foot slogging, with either troops or wolf guard, supported by the heavies, get into cover and wait for him to come to me or sneak slowly through cover until I can assault. I can go large or small on my packs. I've got 15 ccw guys that are either good for blood claws or WG, and 26 guys with bolters/special weapons that could be grey hunters or WG. I may be able to borrow some drop pods. That would be fun. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858725 Share on other sites More sharing options...
Vash113 Posted November 10, 2014 Share Posted November 10, 2014 Sure let me just go buy a bunch of stuff and model it and paint it before Friday. Yeah that's not on the table. Sorry for the snark. A man once said, "You go to war with the army you have, not the army you want, or wish you had." I have a whole list of stuff in order of priority that I'll be getting to make my army more flexible, but I've got what I've got, and I need to figure out how to use it the most efficient and hard hitting way possible. Well you didn't exactly let us know what you have to work with. Also you may play Necrons again in future so picking up some Fortifications might not be a bad idea for the future. Apart from that, I'm not sure pack sizes are going to make that big a difference, it doesn't sound like you've got a very deep bench or a wide variety of units to deploy. Your probably going to be better off with larger packs than smaller, but it's not exactly a game winning decision, and Grey Hunters over Blood Claws. Leave the Wolf Guard at home, your not getting enough for the extra points IMO. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858745 Share on other sites More sharing options...
ContemptuousAngel Posted November 10, 2014 Author Share Posted November 10, 2014 Well here's what I've got to choose from: Hq- Wolf Lord, Wolf Priest in Terminator Armor 5 WG Terminators with ccw Wg with bolter, frost axe x5 WG Pack leaders/ WG - x4 plas/fist, x2 plas/claw, th ss (a model which I'm regretting because its too expensive to be useful), bolter/fist, storm bolter/fist Troops/etc 13 ccw/bp guys x4 melta guys x4 plasma gun guys 20 bolter and chainsword guys Vehicles: x5 razorbacks. x3 las cannons, las plas (soon to have 3 of them, but only one for now), x2 assault cannons x2 rhinos x2 vindicators landraider redeemer whirlwind Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858763 Share on other sites More sharing options...
Frater Cornelius Posted November 10, 2014 Share Posted November 10, 2014 If you do not expose side armour, kill scarabs and deal with Gauss at range, this could work. You can mostly kiss your Razors good-bye though. Unless you are good with cover saves. Build pressure with tough models. If you have first turn, you can just flat-out 18" with Razors to the front lines for GH to be in range. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858780 Share on other sites More sharing options...
ContemptuousAngel Posted November 10, 2014 Author Share Posted November 10, 2014 I was thinking first turn to do just that no matter what. Get in their faces and kick teeth in. The mission is Purge the Alien, which makes this even more tough. I've got to hit the aliens hard and hurt them as badly as I can as soon as possible or he'll bury me in dice rolls. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858785 Share on other sites More sharing options...
ContemptuousAngel Posted November 10, 2014 Author Share Posted November 10, 2014 Ok here's a possible list that I can use the Company of the Great Wolf detachment with. As a former Black Templars player it almost pains me to leave the redeemer behind! I have another possible list (troops instead of WG spam) but don't have time to type it up. I'd like to hear thoughts on this. It totals to 1994 points. I might get a test game in tomorrow. 1. HQ- WL, armor of Russ, Krakenbone sword, bolt pistol Troops: Plas Pack: x10, x2 plas gun, plas/fist, WGPL w/plas fist (Slogging, base of fire, also supported by a fast attack razorback) Elites: WG 1- x 9 wg, x6 bp, 2x plas pistol, x2 wolf claw, x4 chainsword, x2 frost swords, WGPL with TH SS, rhino with HK missile WG 2- x 4 wg, 3x boltgun, chainsword , x2 frost sword, WGPL with combi melta, wolf claw, melta bombs. Razorback with Assault cannon WG 3- x 4 wg, x2 boltgun, plas pistol, frost sword, wolf claw; WGPL combi melta, Frost sword, melta bombs; Razorback with TL heavy flamer WG 4- x5 wg, 4x boltgun, x2 chainsword, x2 frost sword, WGPL with plas pistol, frost sword; razorback with twin linked lascannon Heavy: Vindicator with siege shield x2 Whirlwind Fast Attack: Razorback Las/plas Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858803 Share on other sites More sharing options...
Leif Bearclaw Posted November 10, 2014 Share Posted November 10, 2014 Just a heads up, you've got one codex and one CoF relic on your WL. You can't do that, running CoF you only get the relics from the supplement. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858827 Share on other sites More sharing options...
ContemptuousAngel Posted November 10, 2014 Author Share Posted November 10, 2014 Oh ok thank you for the clarification! I'll switch it with either runic armor or the relic armor in CoF. However I don't see that anywhere. Where is it stated that one can't mix armory choices? Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858893 Share on other sites More sharing options...
Leif Bearclaw Posted November 11, 2014 Share Posted November 11, 2014 Page 48 of Champions of Fenris, subsection "Relics of The Great Wolf". Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858957 Share on other sites More sharing options...
ElectricPaladin Posted November 11, 2014 Share Posted November 11, 2014 Jaws is garbage and not worth the price of admission in my eyes. Personal advice: beware of wraith and do not underestimate them in melee. They can hold their own against TWC. Do not get into melee with their HQs. Every Necron player worth his necrodermis will put those goddamn mind control scarabs on all of his HQs, and instantly gimp the everloving out of you. Old Night, do I hate those things. They are ridiculously unfun, unfair, and can't possibly be balanced unless they cost seven billion points. Blargh. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858960 Share on other sites More sharing options...
ContemptuousAngel Posted November 11, 2014 Author Share Posted November 11, 2014 Page 48 of Champions of Fenris, subsection "Relics of The Great Wolf". All I see is that only one of each can be taken within an army. And yes, mind shackle scarabs are the suck. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858964 Share on other sites More sharing options...
FenrisWolf Posted November 11, 2014 Share Posted November 11, 2014 No, it says that a character in a CoF detachment or formation cannot choose a relic from the standard codex. In my digital copy (I don't have my physical one with me) it's on page 110, and I doubt the page numbers line up). It's in the section immediately after the model gallery. Link to comment https://bolterandchainsword.com/topic/299086-the-ancients-rise/#findComment-3858973 Share on other sites More sharing options...
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