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Liberi Glacialis

Familiar Gaian

PostPosted: Sat Aug 06, 2005 5:27 pm


Nids: Stay away, or go with Wraiths, Flayed Ones, Pariahs, and Lords with Warscythes. Nids chew up Necrons fast, mainly because they're faster then Necrons. Firepower (a lot of it) also helps, esp. for shooting the big ones.

Chaos: Depending on what your up against, your tatics must change.
The Blood God: Like Nids, but better armored and slower. Guns and Scythes help.
The Decaying God: They're slow. Your slow. I see a slugging match in the works...Bring in the big guns and keep shooting.
The Prince of Chaos: Fast like nids....but at once less armoured. Your call, but like always, guns help.
The Changer of Ways: Never really fought them where I game....Nurgle and Korne are favored there. Your on you own on this one.
All four: Be prepared for anything. Make sure you can punch out both Daemons and "normal" marines in CC and at range.

Tau: They outrange you, have those big railguns, have seeker missles, and there guns usually outclass yours. You can march under fire, warp around the table, and can punch through even a Titan's armour, with enough luck. Once again, prepare for a slugging match. Make sure you have a Veil of Darkness, some long-ranged guns (like the Destroyer and Heavy Destroyer's) and the Monolith, though more vunerable here then most other armys, makes for some good skill.

For All Armies: Make sure you have a good base of Warriors. They boost your phase out number, making it that much harder to blow you out of the water by killing off guys.
PostPosted: Sat Aug 06, 2005 8:47 pm


Daicon
Well, I'm a new 40k players, so I've come to you guys for your opinions. The army I chose to start the hobby with is Necrons seeing as how none of my friends play them, so I figured I'd be different.

Now, the question I have for everyone here is simple, what would some good army choices be for me when I'd like to compete with(And defeat) Tyrannids, Chaos Space Marines and Tau? No matter what I plan on taking the Nightbringer, if for no other reason than he suites my play style to perfection.

Not only does he have raw combat power and prowess, the fact that he ignores terrain and can slip through walls makes him great for flanking and causing a general mess. Other than that, I'm completely open to suggestions, so please, your opinions would be greatly appreciated.

Nids: Watch out for Warp Blasts. They will always need at worst a 4+ to wound everything that isn't a god in your army, plus they ignore most of your saves. Rending attacks are also bad, so watch out for genestealers. They will shred a squad if they reach it. Finally, remember that When within 12" of a Synapse, all Tyranids are Unbreakable, so don't have a Nightbringer move up in the first turns to charge a nid squad, or you'll end up having to fight the big bugs also.

Chaos(Undevided): This army type tends to do well with leadership and will usually be tooled for either ranged or Close Combat. As long as you avoid any possessed or Demon Princes they have(In close combat, shoot them down quickly!), you should do fine.

Slaneesh(The Pink Ones): These guys can be a problem. Their demons have rending, a huge problem for Necrons. Also, Their Powerfists strike Simo With most of your basic Warriors(All enemies in base contact with a Slaneesh models are at -1 Initiative.). They also have some well skilled shooting units. However, Slaneesh armies tend to lack anti-armor ranged weapons, so if you have a monolith or High Toughness HQ, it should be safe.

Will continue post asap.

Drachyench


Drachyench

PostPosted: Sat Aug 06, 2005 9:02 pm


Daicon
Well, I'm a new 40k players, so I've come to you guys for your opinions. The army I chose to start the hobby with is Necrons seeing as how none of my friends play them, so I figured I'd be different.

Now, the question I have for everyone here is simple, what would some good army choices be for me when I'd like to compete with(And defeat) Tyrannids, Chaos Space Marines and Tau? No matter what I plan on taking the Nightbringer, if for no other reason than he suites my play style to perfection.

Not only does he have raw combat power and prowess, the fact that he ignores terrain and can slip through walls makes him great for flanking and causing a general mess. Other than that, I'm completely open to suggestions, so please, your opinions would be greatly appreciated.


Khornate(The Killers): These guys can be nasty in Close Combat. Stay away from their demon prince if they have one, watch out for any characters you may think will be used as a vessel for a bloodthirster(and kill it ASAP), and kill any squads you see capable of Summoning their Blood Letters. Those things will eat your squads. However, these armies tend to have very little, if any at all, ranged support. In other words, blast away. These armies may also tend to use troops that can quickly engage you, like Khorne Terminators Deepstriking or Bikers Of Khorne charging you in the first turns. Don't let these guys tie up your squads. And remember, all Chaos Armies with marks(Except undevided) are fearless.

Nurgle(I think It's Sick): Ok, these guys are very slow, as they can have few Rhino Transports for troops. Meanwhile, these guys have T5 each. This may lead to some problems for you, as this can cause you to wound less often. These guys also use less Heavy Bolters and more Melta-Weapons. This means that you should be careful with your High Toughness troops and Vehicles. Luckily, these guys are only so good at shooting, so you won't be shot dead before they reach you. However, Nurgle has some VERY nasty items(Plagueswords and Manreapers). The Manreaper is a Demon Weapon that adds d6 attacks to a character(1 if facing a single opponnent), plus it is a power-weapon and all other bonuses apply. The Plague Sword is a power weapon, and any model that suffers a wound from it is killed outright on a 4+, so be careful with your Hero's.

((Will post the last bits tomorrow.))
PostPosted: Sun Aug 07, 2005 9:02 am


Daicon
Well, I'm a new 40k players, so I've come to you guys for your opinions. The army I chose to start the hobby with is Necrons seeing as how none of my friends play them, so I figured I'd be different.

Now, the question I have for everyone here is simple, what would some good army choices be for me when I'd like to compete with(And defeat) Tyrannids, Chaos Space Marines and Tau? No matter what I plan on taking the Nightbringer, if for no other reason than he suites my play style to perfection.

Not only does he have raw combat power and prowess, the fact that he ignores terrain and can slip through walls makes him great for flanking and causing a general mess. Other than that, I'm completely open to suggestions, so please, your opinions would be greatly appreciated.


Tzeentch(Oh look, another Psychic...): OK, these guys are pretty different from the other Chaos armies in a few ways. First off, a 15 Man Chaos Marine Squad with aspiring champion has 29 Wounds and a Psychic in it. This army also has a specal rule that makes them always count as moving through difficult Terrain, they never get the charge Bonus, but they always count as have being stationary. Luckily, these guys won't use much Heavy Weapons or transports. Howevevr, they have some pretty nasty items and Psychic powers. One Item allows characters to use Blast Templates with their Bolter Rounds, this can me deadly if you pack your troops too close together. They also have thralls, which means they can cast an additional spell for at most three turns. This can be a problem as some of their spells are the equivilant of a heavy bolter, while another is The equivilent of a mobile Krak missile. They also automaticallly pass all psychic tests, so don't plan on getting a lucky Perils of the Warp on them. But remember as I said, they are SLOW. Use this to your advantage, and don't forget that all Troop-Choice Chaos Marines they take(Except champions) have 2 wounds each. Finally, a big piece of advice. If you see any Character in the army who looks like they may be carrying a Bedlam staff, keep your nightbringer away from him. Especially if he has furious charge. This model would be able to not only strike before your nightbringer, but if he even caused one wound to get through, you wouldn't be able to attack either this round or the next round of Combat. This is deady because it means that he could kill the Nightbringer, though if you have a good unit charge with him to get enough attacks in even without the Nightbringer, you could probably take him down.

Tau(Ah! A knife! gonk ) Ok, these guys can be deadly in their shooting. Their Broadside Teams have weapondry that could easily take down a monolith, and their basic warriors can shoot S5 shots at 30". This means you should use whatever you can to keep your army intact. However, if you have any Close Combat Units, get them as close ASAP. Anything can tear apart the Tau in close combat. And if they have kroot? Blast 'em so your Combat troops will go unappossed. Just remember though, tau can still attack in close combat, and if they are near an ethreal, odds are they ain't going to run.

Drachyench


DaemonSpawn

PostPosted: Sun Aug 07, 2005 12:09 pm


Hey, I've only fought Necs twice, but I find them to be very cheap in things like "meat grinder" where the defender only has to live for 6+ turns. why? Because they keep getting up, and the attacker can only win by killing EVERYONE..... evil.....
PostPosted: Tue Aug 09, 2005 9:45 am


yea...but missions like cleanse they're usually too slow to take enough table quads...

Liberi Glacialis

Familiar Gaian


Daicon

PostPosted: Tue Aug 09, 2005 5:43 pm


Well, thanks for the tips I've recieved, I'll definately be keeping them in mind when I send my Necrons into battle against the armys that will be reduced to nothing but cattle soon enough.
PostPosted: Tue Aug 09, 2005 6:59 pm


Daicon
Well, I'm a new 40k players, so I've come to you guys for your opinions. The army I chose to start the hobby with is Necrons seeing as how none of my friends play them, so I figured I'd be different.

Now, the question I have for everyone here is simple, what would some good army choices be for me when I'd like to compete with(And defeat) Tyrannids, Chaos Space Marines and Tau? No matter what I plan on taking the Nightbringer, if for no other reason than he suites my play style to perfection.

Not only does he have raw combat power and prowess, the fact that he ignores terrain and can slip through walls makes him great for flanking and causing a general mess. Other than that, I'm completely open to suggestions, so please, your opinions would be greatly appreciated.


I'm not a Necron player, but my primary opponent is, and I'll pass some tips on to you.

Against my Tau, the worst thing I can hope to see on the table are more than 5 Destroyers, with hordes of Warriors coming in a close second. My Tau have some pretty nice firepower, but they can't hit all that well, and if you take a ton of warriors and a large number of Destroyers, I'll have a very tough time killing enough in one turn in order to deny WBBs. Most of my weapons don't deny armor saves, so denying WBB is my biggest goal. I'll dance for joy if I see 3 Wraiths, 5 immortals, or any Paraiahs or heavy destroyers on the table, because those are just going to disintigrate under focused fire. Don't forget, there's no need to take Heavy D's at all, because just about every weapon in your army can glance any vehicle on a penetration roll of a 6, and you can't penetrate skimmers that have moved over 6" anyway.

I don't fear your Monolith, as my Railguns have about a 50/50 chance of turning it into so much slag. Your Nightbringer may be a crazy assault monster, but it only moves 6", and it's only ranged attack is a bolter range lascannon shot. Above All Others means I can blow him away by turn two if I so choose, or I can just ignore him, as he ends up being about as useful as an assault carnifex (i.e.; the chances of him reaching my lines are near to nil)

Also, the Nightbringer is 360 points. 360 points. That's as much as a 20 strong squad of Warriors that's more survivable, more useful, and adds to your Phase Out count. I don't think he's worth it at all, but if you do take him, don't do it in games of less than 2000 points. The Nightbringer might do pretty well against assaulty armies, since they'll attempt to assault him anyway, but against Tau he's just a very expensive fire magnet.

Summary: Against Tau (or in general, really) Take lots of Destroyers, take lots of Warriors, never take Pariahs or Heavy D's, and ditch the Nightbringer in smaller games.

Oryn


atreus

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PostPosted: Wed Aug 10, 2005 6:08 am


ok what i can say is dont count to much on the nightbringer. you can win without it. and in 1000 points the phase out will be easy. the last army i did for 1000 points with nightbringer was him, 5 destroyers, and 2 squads of 10. to east to phase out. you should only realy use him in more then 1000. then he'll be great. oh and from what i've seen from tau they are extremely scared of the monolith. even if it doesnt manage to do its job its a good destration for you to move your troops up and draw fire away from the destroyers.
PostPosted: Wed Aug 10, 2005 4:55 pm


Well, I'm back with another question. My friend and I are having a little debate regarding the Monolith and the glancing hit chart.

My view is that a Monolith shouldn't suffer any result from a crew shaken/stunned roll on a glancing hit since the Monolith has NO crew. My friend thinks that it should still suffer from the results since it doesn't say anywhere that it doesn't.

So, what do you all think? I guess I could accept being wrong, but it still wouldn't make much sense to me...

Daicon


Mat

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PostPosted: Wed Aug 10, 2005 7:22 pm


no it effects it. It has some kind of machiny thing that ultimately controls it
PostPosted: Wed Aug 10, 2005 9:18 pm


Daicon
Well, I'm back with another question. My friend and I are having a little debate regarding the Monolith and the glancing hit chart.

My view is that a Monolith shouldn't suffer any result from a crew shaken/stunned roll on a glancing hit since the Monolith has NO crew. My friend thinks that it should still suffer from the results since it doesn't say anywhere that it doesn't.

So, what do you all think? I guess I could accept being wrong, but it still wouldn't make much sense to me...


While you may choose to house rule that it can ignore shaken and stunned results, official rules say that it can be. Remember, 40k runs on rules, not on logic. To paraphrase a guy at my local gaming store "Unless the rules specifically say that you can do(or ignore) something, assume you can't(or have to) do it."

Oryn


Daicon

PostPosted: Wed Aug 10, 2005 9:32 pm


Well, I may not like it but I will accept it. *Shrugs* Can't get everything I want the way I want it. Thanks for clarrifying.
PostPosted: Sat Aug 13, 2005 7:27 am


How many people think the Necrons are going to play a large role in the next summer campaign? Will you collect an army just for the occasion (if you don't already have one)?

Angelic_Executioner


Ulthwe

PostPosted: Sat Aug 13, 2005 8:53 pm


i have a good question well actually 2 good questions
my friend used a whirlwind and launched mines into the middle of one of my necron warrior squads and my lord was near with a veil of darkness so next turn i used the veil to take them out of there and deep strike the squad back in. me and my friend were wondering if the mine still go of on the warriors.

and my second question is my friends ulthwe' seer counsil with witchblade ran into combat with my monolith. now in the monolith rules for armour penitration the attacker always has unaugmented strenght(means not changed)but for the witchblades it says for armour penitration against vehicles it triples the users strength.but u according to the monolith rules they shouldnt but my friend says they should can someone help me.
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