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bombardment
8th November 2011, 21:09
OK so I have been looking into Necron "special tactics" that might be fun to use or interesting. So far my focus has been on the uses of the Crypteks and the special Overlord wargear. I have found what I consider to be a possibly powerful build, but it really depends on execution.

I started with the Harbinger of Transmogrification who's base weapon just makes me all happy and tingly inside. I then glanced over at my Deciever (now downgraded to a shard) and though to myself. "Oh baby, make that weapon do dangerous terrain too? How evil." So, if you didn't guess it, the next part of the list would include a C'tan shard with Writhing Worldscape. The other power is still up in the air, im thinking Sentient Singularity, but before you consider that, wait for what I have comming up.

After deciding on the deciever I focused on the fact that is is (as smurf has been putting it) slow.as.shit. I also noted that if he went supernova in my battlelines i would probably be crying at teh results. AP1 still doenst like necrons, even if i still do get reanimation protocols. To me the way to best get the C'tan's slow ass somewhere useful would be the monolith who can now teleport anything but vehicles. Very cool. With the monolith I can deep strike near the enemy and either cause tons of havoc (including sentient singularity) or just kamikaze into their lines and blow up, either way i will be getting some use of his writing worldscape for a good turn or two, which would probably be enough.

My attention now turned to the fact that the monolith is now essentially alone within perfect melta range of my opponent. Its not going to last long like that and it's too expensive to justify that part of the plan. My response? GET 2 MORE! make it a trio of monoliths and i can teleport my entire army to the enemy's face within a few turns, and with other targets up there and units, meltas will have a bit harder time getting to my precious monoliths.

Now I have to decide how im going to make this work. Im sure everyone will agree that necrons do best in the shooting phase where their I2 doenst make a difference, so I began looking at how i would deal with what is sure to be some scary assault troops or just regular assaults (with SM etc). How will I take care of that? Well hidden warscythes are out as my squads will all be sporting crypteks instead. I think that the best bet would be a single maxed squad of Lychguard with some warrior squads. Together they should be able to take on most things in assault, plus the warriors can pour out some serious fire when they come out of the portals. Combine that with a C'tan running amok and an overlord with a warscythe and the units nearby will be in a pretty tight spot.

As I began looking over my HQ for the army, I immediately took Orikan the Diviner. His abilities back up the army in every way. He helps me get all of my monoliths on the field super fast, he makes difficult terrain (dangerous thanks to Mr. C'tan) on the first turn and can also become an assault beast if he gets a bit lucky, a definite plus to the spearhead. Sure he isnt the biggest powerhouse normally, but his passive abilities more than make up for it. Toss him with the lychguard and give the enemy pain.

By this point I started considering the overlord I would use, and I am a bit torn. I would either use a warscythe/phaeron overlord or Imoteck the Stormlord. If I do not take Imhotek I would probably swap one of my Crpyteks out for a Harbinger of Destruction so I could bring a solar pulse. What that does is make shooting first turn pretty pointless for my opponent, giving him incentive to move (and make those yummy yummy dangerous terrain tests). It also keeps really shooty armies from tearing me a new one before I can deep strike in my monoliths and cause havoc on my own terms. Alternatively, in a Dawn of War scenario, i would just brighten up my day and get some good shooting in at the enemy. As a matter of fact, a Cryptek with Solar Pulse would be good regardless as you can get some nice shooting in (with the phaeron rule) on turn one even with the storms raging.

And that is the end of my "grand schemes" I have not added up the points and I don't expect this to be a strat available for anything short of 2000 points. Obviously some thigns can be messed with and tweaked to fit certain scenarios. I would probably think about going with 2 monoliths. Another option if a cryptek with veil of darkness to make that first deep strike extra potent. Against assault-oriented armies (IE, Orks Nids and GK even) I would abandon the deep striking near the enemy part of the plan. My C'tan (the original point of the monolith assault) will most likely still be useful since my opponent is comming to me.

I would like to hear thoughts/ criticism.

Salag
8th November 2011, 21:23
I like the idea a lot. The only problem is the jump pack assault type infantry if they get the first turn, or another army that can get up in your face real quick.
I agree that the Stormlord would be most beneficial (plus who doesn't love that lightning storm!?) to prevent shooting in the first couple of turns.
The other main problem is that your force is a very synergistic (is that a word?) one and if someone had a mobile enough force (biker list, possibly some Eldar or D. Eldar lists) then you'd be torn between a few different fronts.

Don't get me wrong, I love the idea and it looks like you've managed to nail down a huge part of the new goodies that we get to play with :)

So, get writing that list ;)

Bodopo
8th November 2011, 21:36
I love lists like this, where evrything has a job and works well together. Unfortunately i have yet to find any of these type of lists particularly effective, mainly becuase it only takes something quite simple to screw up your complicated plan. Anyway, get a list up with this theme in mind. I get the feeling its gonna come to a shedload of points though!

bombardment
8th November 2011, 22:26
Ok, so i threw one together quickly. This is what it came out to. I kind of like the thought of running this for 'Ard Boyz


Imotek (225)

Orikan (165)

Warriors x10 (190)
+Harbinger of Despair w/ Veil of Darkness

Warriors x10 (185)
+Harbinger of Destruction w/ Solar Pulse

Warriors x20 (290)
+Harbinger of Transmogrification

Warriors x20 (290)
+Harbinger of Transmogrification

Lychguard x10 (495)
Shields/Swords
Lord w/Warscythe

C’tan Shard (250)
Writhing Worldscape
Sentient Singularity

Monolith (200)

Monllith (200)

Total - 2490

PyroSikTh
9th November 2011, 09:00
I would personally split the Lychguard into 2 units of 5. That way you don't have to choose if you get assaulted on multiple fronts. I also don't see much point in Lord with them. Is it just for a hidden Warscythe?

commandojimbob
9th November 2011, 09:13
Hmmmm - lots of food for thought here - my thanks!

Sits well with me wanting to take mass Warriors.

I am starting to think that a direction for 6th Edition or Deep strike is that if you have a rule where you "DONT SCATTER" from deep strike, you will be able to launch an assault. Makes sense and makes sense with some of the special rules - e.g. Flayed Ones, SC with his deep strike abilitites etc etc.

bombardment
9th November 2011, 15:03
With only 2 monoliths in the army I kept the Guard together so that I can get the whole unit through in 1 shot from the teleporter. And yes the Lord is in there for his warscythe since a single walker or monstrous creature could tie the whole squad up too easily otherwise. For 40 points I will happily take a lord in order to prevent that. I had to toss in the lord after i noticed that neither of my HQs have warscythes, and my army itself is rather lacking in tankbusting.

Just for a quick overview I would probably deep strike the monoliths onto one side of the battlefield and teleport in the C'tan as well as the lychguard and then use the veil of darkness to get some necrons close to them for fire support. I would probably put the veil into a squad of 20 in hindsight because that gets a lot of firepower to the new battlezone quickly. The magic of this list is the ability to make most of the army redeploy by turn 3 onto an enemy flank.

yWizePapaSmurfy
9th November 2011, 15:26
Unfortunately haven't got to the Special Characters with my review, but here's one funny trick:

Zhan giving a C'Tan Shard Hit and Run.

bombardment
10th November 2011, 00:54
im assuming you mean in this specific list because otherwise lets not forget how shards are slow.as.shit.

wookieplus
10th November 2011, 04:26
I'd avoid units of 20 warriors as you cant get them all out of the monolith - any troop that cant disembark is lost, and they all have to have their base in 2" of the portal. I tried an experiment last night, reckon you can safely get 13, or just maybe 14 models out of a monolith as a result.

Also for awareness is that monolith doors can now apparently be blocked: the portal description reads "at the beginning of the movement phase..." so that means before anything has moved. Including your monolith, so you cant rotate it. If your opponent has anything even remotely close to the monolith door that can severely reduce the models you can launch. Of course, if he elects to stand a unit there you can suck them in during your shooting phase, so they might not want to stand so close if they are less than S6, but a vehicle is immune.

bombardment
10th November 2011, 04:53
Duely noted

bombardment
10th November 2011, 05:36
OK so I did my own experiment and I fit 17 models within 2" of the doorway, but it was tight. I could see getting 15 or so fairly easily though.

With the attention drawn to "at the beginning of the movement phase" I went to go see if i could deep strike the monolith and then use the portal. Because reserves must be deployed immediately after the reserve rolls are done, and reserve rolls are made at the beginning of the turn. SO we have 2 things happening at the begining of the turn, if reserves are first then i can portal (which is how i think it is) if not then I cant portal even by turn 2 and monolith portal is almost useless (and as such, so to is the monolith).

I really wish we had an FAQ by now. I cant help but feel that this codex was thrown together at the last second. Half-assed fluff and a lot of stupid rules that limit the Necrons a LOT more than most other races.

Salag
10th November 2011, 08:16
I really wish we had an FAQ by now. I cant help but feel that this codex was thrown together at the last second. Half-assed fluff and a lot of stupid rules that limit the Necrons a LOT more than most other races.I'm sorry but I disagree completely. We have a wealth of things to choose from and a bunch of things that appear to go together well.
The fluff hasn't struck me as lacking so far, yeah there's a bit more of a 'human' feel to them now that wasn't there before but I haven't got this impressions at all.

PyroSikTh
10th November 2011, 08:48
I really wish we had an FAQ by now. I cant help but feel that this codex was thrown together at the last second. Half-assed fluff and a lot of stupid rules that limit the Necrons a LOT more than most other races.

Have to disagree here. What I've read of the fluff is pretty good (surprisingly) and the rules are fun and, with a few exception, really tight. In fact, from a rule and balance perspective, I actually think Necrons are better than Dark Eldar, and Dark Eldar are/were considered the most externally and internally balanced codex. However, if you want to see half-ass look at the Dais of Destruction, or the Court of the Archon, or Mandrakes. From what I can glean from the Necron codex there's nothing like that. Everything looks useful and point-costed accordingly.

wookieplus
10th November 2011, 08:59
OK, perhaps I was being too limiting. I didnt want to push bases *under* the lip of the model because opponents could object to that.

My comments didnt relate to the deep strike move, but in general dropping guys out of the monolith. I would be nervous deep striking such a large model, quite simply because you no longer get the protection you used to - ie if the monolith strays over cover or other troops, it has to roll for DS mishap like anything else, which could prove rather costly. I thought that there was an HQ with a skill that allowed scout to units at the start of the game, but I cant find it so presumably I was dreaming!

BY the way, if there are two separate rules that happen 'at the beginning of your turn' and no clarification as to which happens first, then you should be able to choose.

PyroSikTh
10th November 2011, 09:03
BY the way, if there are two separate rules that happen 'at the beginning of your turn' and no clarification as to which happens first, then you should be able to choose.

Apart from in the case of a Deep-Striking Monolith's Portal. You can't choose to use the Portal at the beginning of your turn, because there's no portal on the board...

Aeviaan
10th November 2011, 11:07
But reserve rolls happen before movement phase, and then you put the model on the table, and then the movement phase begins, as far as I have been able to tell.

Here's hoping for 6th to have a step before movement.

yWizePapaSmurfy
10th November 2011, 15:58
So I have to point out that you can pull even a C'Tan shard through a Monolith?

And yes they're slow.as.shit but that's why you give the thing Hit and Run if he does reach combat, kill 2 guys, likely not die in retaliation, and BOING!

bombardment
10th November 2011, 16:58
i dont follow, the last time i checked the C'tan is a nonvehicle necron model.

yWizePapaSmurfy
10th November 2011, 17:23
There is no definition of Necron in the book, I'd think any of units in the Necron army, including C'tan.

bombardment
10th November 2011, 19:39
I thought you said "can'T" never mind misread. Yes I know they can, but how manypeople are going to deep strike a monolith close to their enemy with the current form of living metal? Not many because melta will kill off your model faster than you can say "slag". I feel that a mass monolith-tetleport is really the only feasible way to get the C'tan close by portal.

PyroSikTh
10th November 2011, 19:50
Yes I know they can, but how manypeople are going to deep strike a monolith close to their enemy with the current form of living metal? Not many because melta will kill off your model faster than you can say "slag". I feel that a mass monolith-tetleport is really the only feasible way to get the C'tan close by portal.

Monoliths are still tougher than Land Raiders, and they still like to get close enough to deliver Terminators. A Monolith delivering a C'Tan really is no different.

wookieplus
11th November 2011, 03:32
So I have to point out that you can pull even a C'Tan shard through a Monolith?

And yes they're slow.as.shit but that's why you give the thing Hit and Run if he does reach combat, kill 2 guys, likely not die in retaliation, and BOING!

I've never seen a C'Tan go BOING? Is it impressive?

bigfishboy
11th November 2011, 10:17
I've never seen a C'Tan go BOING? Is it impressive?

Must be a new rule, that I havnt read yet!

But I am still think the c'tan and monolith idea is a good idea! Just not against a army will loads of anti tank lol

bombardment
11th November 2011, 15:17
I really wish we had an FAQ by now. I cant help but feel that this codex was thrown together at the last second. Half-assed fluff and a lot of stupid rules that limit the Necrons a LOT more than most other races.


I'm sorry but I disagree completely. We have a wealth of things to choose from and a bunch of things that appear to go together well.
The fluff hasn't struck me as lacking so far, yeah there's a bit more of a 'human' feel to them now that wasn't there before but I haven't got this impressions at all.


Have to disagree here. What I've read of the fluff is pretty good (surprisingly) and the rules are fun and, with a few exception, really tight. In fact, from a rule and balance perspective, I actually think Necrons are better than Dark Eldar, and Dark Eldar are/were considered the most externally and internally balanced codex. However, if you want to see half-ass look at the Dais of Destruction, or the Court of the Archon, or Mandrakes. From what I can glean from the Necron codex there's nothing like that. Everything looks useful and point-costed accordingly.



http://www.40kforums.com/vb/newreply.php?do=newreply&p=602732

We need an FAQ, I rest my case.

PyroSikTh
11th November 2011, 15:22
Just because some disputes need settling with an FAQ doesn't mean the fluff is half-assed or the rules are stupid. They're just not worded explicitly enough, that's all. Every codex, the really good and the really bad, require FAQs.

bombardment
11th November 2011, 18:50
FAQ's dont fix fluff. Im saying the codex itself feeels thrown together and the ambiguity of the rules just farther enhances that feeling.

PyroSikTh
11th November 2011, 19:16
FAQ's dont fix fluff.

Exactly.


Im saying the codex itself feeels thrown together and the ambiguity of the rules just farther enhances that feeling.

Which is what I was disagreeing with. It doesn't feel thrown together to me, and the requirement of an FAQ doesn't give me the feeling either.

Fingers
11th November 2011, 20:48
The problem is you can no longer assault from a Monolith, so even if you do pull your Ctan through, he then sits there to get shot at for a round before able to do anything (unless you buy the expensive shooting attacks)

Aeviaan
11th November 2011, 22:08
The problem is you can no longer assault from a Monolith, so even if you do pull your Ctan through, he then sits there to get shot at for a round before able to do anything (unless you buy the expensive shooting attacks)

So? You successfully bought the entire rest of your army time to close to their preferred medium range firefight, 1/2 the time they require. And there's still a decent chance he'll survive all that. Congrats!

bombardment
12th November 2011, 01:42
I see no issue with the non-assault portal, but I do wish that there was enough room to fit a squad of 20 by the door. Oh wellz.

wookieplus
12th November 2011, 01:49
Build your monolith with a step say 35mm from the ground that models can stand on? :))

Architech
12th November 2011, 02:13
pretty sure you can't end movement on another model...good try though

wookieplus
12th November 2011, 02:29
pretty sure you can't end movement on another model...good try though

Posted for amusement not a serious suggestion :)

yWizePapaSmurfy
12th November 2011, 02:53
It's probably glaringly obvious but Necrons manipulate Night Fight very well, a niche among the armies currently. Might be worth seeing some ranged Cron lists with 2 Solar Pulses and Stormlord as the core to build around.

Oh my. I'm adding this one to the "Douchebaggery" list but alas --

So Deathmarks Hunters From Hyperspace It reads whenever a Deathmark unit fires/hits a unit they marked they do so on a 2+ yadda yadda. Now, add a Cryptek in the unit, specifcally the Abyssal Staff (Oh I donno why, maybe because usually Ld gets in the way and makes it 4+ or 5+ to wound most things) And we have a unit vaporizer.

Oh woe, what have we done, I love it and I don't think it can be FAQ'd not to get this end result either...We'll see won't we?

wookieplus
12th November 2011, 03:41
why would they want to FAQ it out? Seems a reasonable synergy: You have one model that gets +1 to its BS against one unit. Its a nice synergy, but hardly game-killing.

yWizePapaSmurfy
12th November 2011, 03:54
Again, read the whole thing I said, or I'll spell it out - AP 1 template wounding select units on 2's. :3

wookieplus
12th November 2011, 04:44
Again, read the whole thing I said, or I'll spell it out - AP 1 template wounding select units on 2's. :3

Doh! Sorry. My last post was complete twaddle.

Just to highlight another small synergy: the rule says 'When a deathmark unit deploys ...... Any Deathmark unit that shoots... ' In other words, 3 deathmark units equipped that way, get to shoot at any of the 3 identified units - so the more you have the better it gets. Hm, wonder if we're going to see sniper armies at some point, lol

I've got a query in my mind about the Royal Court: If you select a Court and distribute it amongst units, do they remain as one KP, or does each distributed Cryptek/Necron Lord become a separate KP? I havent seen anything specific in the codex.

sneggy
20th November 2011, 12:49
I would assume the crypteks work like wolf guard and become a part of the unit they join. Therefore cryptek joining a warriors unit would be one kill point for the whole unit.