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Necron Tactics

 Post subject: Necron Tactics
PostPosted: Thu Mar 08, 2007 12:27 am 
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I thougt this could be the tactics thred, i start with a few questions.

How to play necrons? What troops should you field?
Can you regroup a necron group without blastmarkers to recover lost units?
I have seen peoples fielding many monoliths, arent you restricted to one per phalanx?
Does necron vehicles really phase out?
Is "implacabel advance" fore all necrons but C?tan or only fore infantery?

How could i make this armylist better?

1x
6 warrior + Lord
2 Immortals
1 Pariah
2x
6 warrior
1 Pariah
2x
6 warrior
2 Immortals
1 Pariah
3x
1 Monolith
1 Obelisk
2x
1 Monolith
1x
6 Hewy Destroyers
1x
Pylon

2690Pts/2700pts


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 Post subject: Necron Tactics
PostPosted: Thu Mar 08, 2007 3:09 am 
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(Weedow @ Mar. 07 2007,18:27)
QUOTE
How to play necrons? What troops should you field?
Can you regroup a necron group without blastmarkers to recover lost units?
I have seen peoples fielding many monoliths, arent you restricted to one per phalanx?
Does necron vehicles really phase out?
Is "implacabel advance" fore all necrons but C?tan or only fore infantery?

As far as how to play them, they're relatively different to play. In the games I've played against them I've mostly seen them fielded as a nearly all teleport army. A C'tan is a wonderful leader to the army. Combined with a single Monolith and a teleporting unit of Flayed Ones. Advance a Phalanx through the Monolith to shoot your target and then have the C'tan declare a combined assault with the Flayed Ones and the Phalanx. And probably the biggest thing to do: Hit the biggest nastiest thing in the enemy army (preferably their BTS) with a sledgehammer of attack to make sure it is annihilated in a single turn when you hit it.

You can indeed Regroup without blast markers in order to regain dead units. Infact I've seen Corey (the army champion) Regroup out of a Tomb Complex to take a unit I'd reduced to just his 3 Tomb Spyders and his Necron Lord back to full strength.

Monoliths are currently restricted to 0-3 per Phalanx, not 0-1. So you can potentially field a large number of them. But past experience has indicated that they're not particularly fantastically useful if unsupported.

Necron vehicles do indeed phase out if broken, except for War Engines other then the C'tan.

Implacable Advance applies to any formation containing models with the Necron special rule I believe. That's the way I've always seen it played, anyway.


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 Post subject: Necron Tactics
PostPosted: Thu Mar 08, 2007 5:00 pm 
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So that means that Implacable Advance doesnt count fore monoliths or other vehicles? And they can be orderd as normal?

Monoliths are currently restricted to 0-3 per Phalanx, not 0-1.
Where can i find this rules?

Btw. is there any other forums fore necrons? Its really not alot of people in here :)


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 Post subject: Necron Tactics
PostPosted: Thu Mar 08, 2007 5:28 pm 
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This is the correct forum.  :)  March is a slow time for postings to the forum in general I noticed.  

As for the Necron strategies, the use of teleporting monoliths is going to be a fundamental part of it.  Necrons lack traditional transports and move slowly with the exception of Destroyers.   A lack in variety of armored vehicles coupled with the army being primarily an assault army will lead you to one inevitable conclusion - I've got to get in close.

I played Necron Champ Corey at a tournament and his was a delayed strategy:
Turn 1 Do nothing.  Have all units remain off board (this means not bringing a Harvester).
Turn 2 Take advantage of teleport en masse by overlapping support fire and using monolith portals to activate formations without BMs (which will invariably develop due to teleport).  
Turn 3 Consolidate and rebuild formations in a defensive posture at objective points.

This is a deadly game plan in that your opponent only has two turns two deal with the Necrons, and the Necrons choose the time and place of the conflict.   If you spread out you risk the Necrons grabbing enough objectives to make contesting them impossible.  If you group together (which I did in the tournament) you can protect yourself better, but you must deal with the overlapping fire support the Necrons are so good at (highly susceptible to Monolith support).  

There is also the mind twist because the Necrons did NOTHING on turn 1.  So even though you have moved and done whatever, your brain is still thinking the games starts when you see the opponent (turn 2).  So Turn 3 rolls around and you are still in Turn 2 mode (i.e. not paying attention to objectives).

One of my strategies was to be a bit more conventional.  I wanted to see if the Necrons could play as a conventional (not a lot of teleporting).  I used an Abbatoir, two Pylons, two Destroyer formations, a C'tan, three infantry formations and three Monoliths with Obelisks.

Bringing in almost everything on turn 1, I was able to create a front line with the monoliths and infantry and move the everything except the Pylons in fairly quickly.  I took heavy losses on my infantry and lost two of three Monoliths (ouch!).  However, I was able to regain much of what I lost with the Necron ability on turn 2 and the Abbatoir grabbed a lot of attention by then (you can't ignore it when it is in assault range).  The result was a 3-1 win over the space marines.

There are still some tweaks to come with the Necron list (it is overpowered by a bit) but most of these are easy to institute now (see other threads for Necrons).  You should find them quite easy to play (VERY flexible) regardless of the changes.

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 Post subject: Necron Tactics
PostPosted: Thu Mar 08, 2007 10:45 pm 
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Sweet, this is just the things I need :)

I have got a problem with my rules thou, acording to them:
*I can only have one monolith  per phalanx.
*I?v got to start with 50% of my army on the board.
*Tomb spiders cost 100 and not 75
*obelisks are not scouts
...and so on. Is there a site with the new rules? Where?


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 Post subject: Necron Tactics
PostPosted: Thu Mar 08, 2007 11:44 pm 
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No new rules since v4.1 I think... Several people have suggested a limit of 0-1 for Monoliths. The current list says 0-3 Support Formations per Phalanx, which includes Monoliths. Tomb Spiders are 75 points in it as well. Where are you getting the at least 50% on table rule? I can't find anything like that anywhere in the Necron rules... Infact, with the way the Necrons are written only a handful of models have to be on the table at start. Harvester Engines are the only ones which can't possibly start off table...


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 Post subject: Necron Tactics
PostPosted: Thu Mar 08, 2007 11:58 pm 
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(Weedow @ Mar. 08 2007,22:45)
QUOTE
...and so on. Is there a site with the new rules? Where?

I got mine from hena, can't remember the url, but you can download it from my site: http://www.blog.jeanjoswig.com/epic-army-lists/

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 Post subject: Necron Tactics
PostPosted: Mon Mar 12, 2007 1:44 am 
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Sweet, thanks. That was really what i needed.

Btw. the rules i was mentioning was the old ones from GW.






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 Post subject: Necron Tactics
PostPosted: Mon Mar 19, 2007 12:15 am 
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How many attacks has a abbatoir got, in base contact?

Harvesters (Base Contact)
Extra Attacks (+3), TK(d3)

3xScarab Swarms 30 cm AP5+/AT5+
AND (15cm) Small Arms, Extra Attacks (+1)
OR (Base Contact) Assault Weapon, Extra Attacks (+1)

Does that mean 3TK, 6 (fore DC) and 3 more fore scarabs, total 12 attacks or what?


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 Post subject: Necron Tactics
PostPosted: Mon Mar 19, 2007 1:05 am 
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6 for DC.
3 TK close combat attacks (Each doing d3 damage to War Engine-type enemies).
1 Scarab Firefight OR Close Combat attack (Can't do both at the same time).

So that's 10 attacks total, in Engagement situations.





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 Post subject: Necron Tactics
PostPosted: Mon Mar 19, 2007 9:29 am 
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No, he's got it right. It's 12. 9 normal and 3 TK. There are 3 Scarab Swarms, each of which gives 1 FF or 1 CC attack. So it can potentially have up to 9 FF or 9 CC attacks in addition to the 3 TK CC attacks it gets off the harvesters. The Abattoir is a monster of a close combat machine.


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 Post subject: Necron Tactics
PostPosted: Mon Mar 19, 2007 1:01 pm 
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(Ilushia @ Mar. 19 2007,08:29)
QUOTE
The Abattoir is a monster of a close combat machine.

Yep. But it's quite difficult to launch it in CC as it is easy to break (and you can be sure that the enemy won't let him approach  :D ).

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 Post subject: Necron Tactics
PostPosted: Mon Mar 19, 2007 2:41 pm 
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Ah missed that there are 3x Scarab swarms.

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 Post subject: Necron Tactics
PostPosted: Mon Mar 19, 2007 6:29 pm 
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Well, you can get it falling back FORWARD when it?s broken as it is Fearless, so you should try get it in base to base contact with an enemy when you get broken. At least you will negate that formation a Sustained Fire action.

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