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Posted: Wed Feb 22, 2006 2:43 pm
Reddemon Daicon Reddemon Liberi Glacialis *appears after loooooooong vaca from 40k* You know, chatting with a friend of mine in class who play Warhammer (Chaos [Korne] mainly), I relized something very strange. We all know Necrons are slow but tough (and they come back), so to beat them you need either speed or armour penitranting weapons. But in the fluff, they're raiders, which to me signaifies a good dose of speed. Why the heck are 'cron basic troops so slow, if they are raiders and terriorists? Because they can warp in, strike, and take off Indeed they can, which is why I love to play them. Hehe, nothing floats my boat like teleporting Immortals shooting away at charge happy Black Templars, leading them on because of their little zeal rule, only to teleport off and repeat the process in another direction. XDLol. I'll have to tell my necron buddie that That is unless you run into a smart Templar player that sets up near corners so that you run the risk of teleporting off the board, into the squad or piece of terrain which would so kill your Immortals and that HQ and don't forget about the risk of rolling doubles which would allow some hungry Chaos god to gobble them up mid-warp transport. I've seen 2 Necron players roll off the board trying to be fancy with their silly teleporting.
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Posted: Wed Feb 22, 2006 7:05 pm
Kanna Tomoe Reddemon Daicon Reddemon Liberi Glacialis *appears after loooooooong vaca from 40k* You know, chatting with a friend of mine in class who play Warhammer (Chaos [Korne] mainly), I relized something very strange. We all know Necrons are slow but tough (and they come back), so to beat them you need either speed or armour penitranting weapons. But in the fluff, they're raiders, which to me signaifies a good dose of speed. Why the heck are 'cron basic troops so slow, if they are raiders and terriorists? Because they can warp in, strike, and take off Indeed they can, which is why I love to play them. Hehe, nothing floats my boat like teleporting Immortals shooting away at charge happy Black Templars, leading them on because of their little zeal rule, only to teleport off and repeat the process in another direction. XDLol. I'll have to tell my necron buddie that That is unless you run into a smart Templar player that sets up near corners so that you run the risk of teleporting off the board, into the squad or piece of terrain which would so kill your Immortals and that HQ and don't forget about the risk of rolling doubles which would allow some hungry Chaos god to gobble them up mid-warp transport. I've seen 2 Necron players roll off the board trying to be fancy with their silly teleporting. You're perfectly correct, teleporting does come with it's risks. But, the benefits normally far out way them. *Shrugs* Besides, that's the beautiful thing about assault weapons with a decent range, even if the Templars set up close to the corners, I can stay a fair distance from them and still shoot away at 'em. Of course I could teleport into some bad terrain, but once again, I normally try and stay nice and clear from that.
*Shrugs* Besides, I save the teleportation for when it counts, the later rounds when I risk being assault by whatever Templars are left to reach my lines after the massed shooting they had to face getting there.
No matter what, there is no perfect strategy when it comes to this game. At the end of the day, it doesn't matter how solid your plans are, or how terrible they could be, because a few horrible or fantastic rolls of the die could lose or win a game.
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Posted: Thu Feb 23, 2006 5:04 am
Kanna Tomoe That is unless you run into a smart Templar player that sets up near corners so that you run the risk of teleporting off the board, into the squad or piece of terrain which would so kill your Immortals and that HQ and don't forget about the risk of rolling doubles which would allow some hungry Chaos god to gobble them up mid-warp transport. I've seen 2 Necron players roll off the board trying to be fancy with their silly teleporting. Heh...I'll remember that. The only teleporting problem I've really had (besides going off the board) is placing all 21 models under the pieplate. Very annoying, esp. against Imp. Guard.
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Posted: Fri Feb 24, 2006 3:56 pm
Liberi Glacialis Kanna Tomoe That is unless you run into a smart Templar player that sets up near corners so that you run the risk of teleporting off the board, into the squad or piece of terrain which would so kill your Immortals and that HQ and don't forget about the risk of rolling doubles which would allow some hungry Chaos god to gobble them up mid-warp transport. I've seen 2 Necron players roll off the board trying to be fancy with their silly teleporting. Heh...I'll remember that. The only teleporting problem I've really had (besides going off the board) is placing all 21 models under the pieplate. Very annoying, esp. against Imp. Guard. 21 necron immortals is easy, try doing the same with a chaos terminator lord with full a squad terminator retinue with the larger terminator bases and only 3/4 of a ordinace template to use (the other 1/4 was right on top of my command squad) Poor guy had to stack his termies on top of each other to get them all to fit, especially with the fact that he put so much detail work into them. Funny thing when I play Templars is that I don't advance them, I force the enemy to come to me. Templars has some pretty good cqc abilities, but from what I've found is that it really only shines when they outnumber their opponent in number of attacks and have power weapons. If they are equal or outnumbered the advantage is moot to say the least. Come to think of it the only time I ever liked it when someone stacked their models on top of each other in the space of a ordinace template are horde armies like guard or nids. Can you say Demolisher cannon in hiding twisted 3 times fast.
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Posted: Fri Feb 24, 2006 4:05 pm
Thankfully you don't use a template for deep striking anymore it used to be a real pain...
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Posted: Mon Feb 27, 2006 9:58 am
Well here's something worth thinking about. If you think about it, you can actually figure out which units each of the C'Tan would favour. Except the Outsider, I don't have enough info on him to make an accurate guess. sweatdrop
For example, the standard Warriors. I'd say they go with the Deciever, because I think he was the one who originally convinced the Necrontyr to go all robotic. Destroyers fit in with The Dragon, because everything points to him being the Machine God and as such he would favour any technological improvements. Pariahs would also go with him. Wraiths go with the Deciever as they make amazing infiltration units. Flayed Ones go under the Nightbringer because their specialty is causing fear in the enemy.
The same can be said with the equipment we can give to the Lords. Gaze of Flame = Nightbringer, Cloak of Shadows = Deciever, Ressy Orb = The Dragon.
Just some food for thought if anyone plans on making a C'Tan-based army. Like me and my Dragon's force. Still need to think of a good name for it. sweatdrop
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Posted: Thu Mar 09, 2006 10:50 pm
Ok, so here's a question for you folks. One of my friends plays a Genestealer horde. Needless to say he crushes me on a regular basis. His HQ is a Brood Lord, and he generally fields one or two Zoanthropes. There was also a unit of Gaunts in reserves at some point... Never really got why they were there. So then, what can I do to beat these things?
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Posted: Fri Mar 10, 2006 12:24 pm
Love the Monolith... ordnance blasts coming in at strength nine can devestate tyranids... I know. Not too mention the flux arcs when they get close enough. biggrin
Other than that, stock up on units like immortals and destroyers that can put up high volumes of firepower with good strength and armor piercing, you'll cut the tyranids down in waves.
The Necron lord can be very nice for many reasons, thanks to some of his wargear. Slap on a veil of darkness just incase a valuable squad gets trapped inside a close combat and teleport it to safety. The monolith serves an even greater role here than it's ordnance blasts do, any necrons unfortunate to fail a WBB roll get a second shot at it if you transport them through the monolith's portal.
Aside from those suggestions, experiment with a variety of things. Try and set some traps around terrain and what not, create firing zones. *Shrugs*
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Posted: Tue Mar 14, 2006 4:57 am
Daicon Love the Monolith... ordnance blasts coming in at strength nine can devestate tyranids... I know. Not too mention the flux arcs when they get close enough. biggrin only making one comment here...when I've played (against anyone, not just 'nids) with a Monolith, I couldn't fire the Flux Arc the same turn I was going to shoot off a Gauss Whip. Might just be a "house rule" of my gaming store, though...
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Posted: Tue Mar 14, 2006 7:33 am
I know you cant shoot one of the guns and teleport. Just read which one and go ahead and do it. If anyone bitchs at you tell em it says none of that crap in the codex
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Posted: Tue Mar 14, 2006 12:29 pm
You can't fire the Particle Whip and the Gauss Flux Arc on the same turn. That's because the stupid whip is an Ordinance weapon, so if you fire that you can't fire anything else. You can still teleport and fire the arc though.
As for the Genestealer problem, I think I fixed it. I took two minimal squads of warriors and a bunch of Wraiths and Heavy Destroyers. Enough so that the Tyranids would HAVE to catch one of my Wraiths or Heavy Destroyers to phase me out. Good old Turbo Boost. xd The Heavy Destroyers took out the Zoanthropes and a Carnifex that was running around, letting the Monolith rest easy. Then the Monolith kept warping whatever warriors were in combat out so they could blast whatever 'nids were nearby. Worked like a charm. xd
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Posted: Tue Mar 14, 2006 12:43 pm
Everlasting Chaos Ok, so here's a question for you folks. One of my friends plays a Genestealer horde. Needless to say he crushes me on a regular basis. His HQ is a Brood Lord, and he generally fields one or two Zoanthropes. There was also a unit of Gaunts in reserves at some point... Never really got why they were there. So then, what can I do to beat these things? Sounds like my Tyranid strikeforce without the Carnifex. I have only ever played Necrons once, and it was against a player who is renowned for his bad luck, so in short nothing from the battle will be of any help to someone wanting to know how to beat that force. One piece of advice: NEVER EVER L ET THE BROODLORD REACH COMBAT. 4-5 strength 5 or 6 attacks with rending and no saves can hand you half your unit in one turn; and thats without his compulsary bodyguard.
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Posted: Sat Apr 22, 2006 12:12 pm
I want to start the necrons, but everyone seems to hate necron players. Are the crons really as lame as everyone says?
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Posted: Sat Apr 22, 2006 3:14 pm
nah, they just cant handle the overwhelming fire power and the ability to teleport circles around them xp
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