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Necron Tactics

 Post subject: Necron Tactics
PostPosted: Sat Jan 09, 2010 5:28 pm 
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So, er... does anyone have any? Strategies, tips or hints on army design? What the best or worst choices are?

I'll hopefully be playing with them for the first time in the near future, but I don't really know how to play them or what's optimum.


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 Post subject: Necron Tactics
PostPosted: Sat Jan 09, 2010 5:31 pm 
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When you say near future Glyn does that mean within the next 4 days before Winter Warmer Army List Submission  :cool: !
Yrs,
R>

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 Post subject: Necron Tactics
PostPosted: Sat Jan 09, 2010 5:51 pm 
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Quote: (Man of kent @ Jan. 09 2010, 16:31 )

When you say near future Glyn does that mean within the next 4 days before Winter Warmer Army List Submission  :cool: !
Yrs,
R>

Must write my list for that... entirely co-incidentally I intend to make Krieg Warhound Titans cost 50pts each sometime in the next 3 days.  :grin:

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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 5:40 pm 
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Alright man, the Necrons have alot of tactics but you need to use them correctly.

1) Crons can bring back unites to play, equal to the number of blast markers the uni can remove. This is done in any turn. e.g. An infantry phalanx has 6 warriors, 3 Immortals and a lord. in turn 1, the immortals and the warriors are killed. Next turn, i roll 4 and 6 so i can remove 6 BM. I bring back 6 warriors. Next turn, i roll 1 and 4 so i can return to play the immortals. This is a very nice trick!

2) Portals. Certain unites carry portals (Monoliths, Abattoires, Warbarques and the tomb complex.)
If a formation has phased out (They do so when breaking) It is NOT destroyed but is kept in reserve, looses all blast markers (So the formation is fully restored!) and enters play next turn by teleporting or from a portal. You have to protect the portal-bearing units if you want to win. If a necron formation of infantry and/or walkers is within 15cm of a portal, they may phase-out and reapear immidiently from another portal. This uses both portals and a portal can only be usen once per turn. The tomb complex is in fact an indestrouctible portal which replaces the 1st obj. you set up-denying your opponent a victory goal.

3) Living metal unites do not suffer -1 save form snipers and have the reiforced armor rule(rerel failed saves). The living metal also reduces TK weapons of any type into TK(1) and still get their save from TK and MW attacks.

4) Necrons have +1 to Marshal actions but cannot take a march action.

5) When a Necron formation is broaken, it is immidientlly removed from the table and enters play next turn by teleporting or from a portal fully restored.

I will post varius combos of those tactics later.
Remember, do not let your portals be destroyed no matter what!


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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 5:56 pm 
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From the lists I've played against...

Clipping assaults are their bread and butter. Get the Monoliths in support and engage out of portals.

Take a portal for every formation with Necron. Without them, you're hamstrung.

When teleporting in, make sure your opponent has more than he can deal with in 2 activations. You're unlikely to get strategy so you have to keep the pressure up.

Consider garrisoning your Pylons. You can put them on overwatch and don't risk a BM coming in.

Tomb Spiders really boost your staying power with the AV/infantry concealment mod and the leader ability.

@Overlord, I think you're using the older Raiders rules. The list has seen an update since it was published.

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Last edited by Dave on Tue Feb 01, 2011 6:37 pm, edited 1 time in total.

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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 6:14 pm 
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Quote:
ooses all blast markers (So the formation is fully restored!)

This is incorrect. When the unit phases out it removes blast markers as per the core rules. This does NOT fully restore the unit. Off board necrons restore only one stand with the necron rule and can regroup to remove BM or regenerate units or both (wasn't this changed so that you can only restore units if you regroup on the table?). This works just like the void shield rules (so if you roll a 2 you can't remove two BM and add 2 stands back).

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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 9:07 pm 
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New list? I tought the Epic Armageddon Compendium had all the resent rules. That was my source of Necron tactics.


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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 9:14 pm 
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I was looking at Raiders 2.0 which, to my knowledge, is the latest version of the necron list.

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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 9:24 pm 
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My apologies for the mistake.
Vaaish, are you sure about raiders? i really think Compendium is newest. i will run a quick search to find out more...


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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 9:27 pm 
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Raiders 2.0 is definitely the latest necron list, and the "compendium" is about 2 years out of date.


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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 9:34 pm 
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OMG you are right gyes! I didnt even notice the data ::)
Does anyone have any links to it?


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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 10:44 pm 
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zombocom wrote:
Raiders 2.0 is definitely the latest necron list, and the "compendium" is about 2 years out of date.


Does Raiders 2.0 supercede the NetEA draft, or is the NetEA draft not valid yet? And will the NetEA handbook supercede Raiders 2.0 when it's done?


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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 11:08 pm 
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As far as I'm aware, the netEA draft for the necron list should be identical to raiders 2.0, as will the one in the handbook.


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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 11:16 pm 
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link please


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 Post subject: Re: Necron Tactics
PostPosted: Tue Feb 01, 2011 11:26 pm 
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Overlord wrote:
link please



http://www.tacticalwargames.net/archive/rules/epic/raiders.html


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