Steve54 wrote:
Iron Duke wrote:
Second game against imperial guards. I was able to intermingle in some assaults 2 or 3 enemy units with clipping assaults. I lost 2 obelisks..
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Thats nothing to do with Necrons, thats just a mistake by the IG player.
In BL example I don't understand how you can get +14 on a Clipping assault
Intermingling is mistake vs any list
From playing with+against them they are slightly easier to learn to play with than against but are by no means a pick up and win army. They do seem to punish unbalanced builds though (all out air assaults, all out drops, armies with no scouts) but again thats not the fault of the necrons
No it has to do with Necrons, because Necrons are well suited to take advantage of cramped situations.
For one we played 4000 point. An IG list of 4000 points doesn't fit comfortably onto the table without intermingling.
To get rid of the Necrons you have to concentrate fire. You want to kill them before they phase out. But concentrating fire means concentrate models as well, because you just can't move in a way to spread your troops and still keep them in range.
And while other armies usually can not necessarily use that to their advantage Necorns can. Because the units move through portals to any place they can make the most damage, by teleporting some of the portals and moving portals before using them and by this shifting the focus of attack.
And when you break a unit with portals, it will make things worse, because now they can move even more freely than before, ignoring ZOCs on their way and because they are fearless they do not care about the 15cm away or killed rule and if they already moved, it's a free double move.
You can't finish them off in a turn easily, because they have Living Metal and being fearless. And while you would kill units of any other army them beginning of the next turn, they just will phase out and will be safe. Not even getting the -1 for enemy near when rallying.
The same with the infantry. Getting out of a portal into a firefight killing a unit or two if intermingeling would be no problem - because you have a chance to retaliate. Not so with Necrons they just leave through another portal.
And if they wouldn't you have to concentrate all fire onto them, because if you don't kill them this turn, they will just phase out and even get a unit back.
And if you play clever and don't break the unit to kill it off next turn with concentrated fire - you will still have problems. If you do not break the unit with your first two actions, the Necron Infantry will just marshal and get not only rid of the BMs but also will get units back.
And there is not only one unit of Monoliths there will be two or three, so if yo set out to kill one the others go unharmed, and just breaking the others is not an option as described above. In addition to the Monoliths, there will be an orb, which is at least as good as a Titan - a skimming Titan.
But while you get rid of a Titan with MW or TKs this thing just laughs at you - a company of Shadow swords will statistically not even make a wound. 500 wasted points.
It's like Minervan lists with LRes only. It renders parts of your army nearly useless. You're penalized for having a balanced army (less so than with the Minervan).
Having a Pylon for AA that also is a 120cm TK (is there any other AA weapon that has a greater ground range than AA range ?), a Critical Hit effect (on the Orb) that is a MW Blast (read if anything close i.e. Termies or Landspeeders or whatever attacks me and I get a critical, my critical will hurt them more than me), just makes me wonder.
IMHO if you loose with a Necron army at a tournament (read no special anti Necron list), you're inexperienced, a bad player, unlucky or drunk - you should always be able to get a draw out of it.
By the way I won my game against Necrons, but my opponent was inexperienced and my army is very shooty with not TK and only a sprinkling of MWs.
The list looks to me as if somebody took care to fill all possible gaps.
Ok how shall the infantry operate ?
It shall get out, kill, and leave unharmed.
Ok to kill or break, Assaults are better than Shooting.
So we must be good in assault.
But how to deliver the infantry, with the greatest flexibility and without danger to be shot up ?
Portals would be great.
If we assault the enemy they will just put their troops in layers an will overwhelm us with supporting fire. So we will only do FF not CC, because than we can stay out of 15cm from any supporting unit. But still can intermingle if needed.
Ok lets make the units large, so you will not be outnumbered easily, but small enough in case we have to get activations up.
So we will win the Assault, but after the assault our opponent will shoot us to pieces. So we just allow to consolidate into the portal and go home. With CC this might get tricky, but as we use FF this is easily managed.
But if he really breaks us what than ?
We just phase out to safety, before he can kill us.
And for good measure, we regenerate a unit in the end phase.
Ok the Portals - how do we get them to where we need them ?
Teleport - that's cool.
But what about being killed before the Portal can be used. Easy 4+ RA and just to make sure TRA. Yes but there are guys with Macro Weapons - Let's just ignore them. And TKs ? We can't ignore them too - that would be too obvious. So lets treat them as MW. And on the good side by that step, we can argue that there is only a single hit from TKs which makes our WEs much more resilent.
Yes, but we could still be broken - than we just let the portal work even when broken.
Still this could drive us back, because we have to stay out of 15cm - no problem, we make them fearless, and on the good side this will make them immune to Hackdowns and losses by BMs and give them an eytra move ignoring Zocs, so we can pass any screen, our opponent might build after the teleport.
And so on....
And even if I could be convinced that the Necorn army is just like any other army, just looking at the special rules and how they add onto each other makes me feel cheated.