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| 1750 pts vs nids; needs some advice | |
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| Tweet Topic Started: Mar 19 2014, 11:13 PM (316 Views) | |
| Mechanicus_Adept | Mar 19 2014, 11:13 PM Post #1 |
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Flayed One
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I am coming here for help because i do not play often against nids. I am looking for some help with this list. I know the opponent will bring in tjhe following * MC flyers * tervigon * cover save creature * did i mention tervigon. Necron Overlord w/ gaunlet of fire, mindschackle, tesseract cube, res orb 1 necron lord w/ warscythe, mindshackle, res orb 5 warriors w/ ghost ark 11 warriors 10 immortals w/ tesla wpns & night scythe 4 wraiths w/ 2x whip coils 7 deathmarks w/ night scythe 1 c'tan shard w/ moulder worlds, singularity 3 barges w/ telsa cannons. total points 1746 Edited by Mechanicus_Adept, Mar 21 2014, 03:06 AM.
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| Romorini | Mar 20 2014, 06:30 AM Post #2 |
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Warrior
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I play nids as my primary army. There's not a lot of information to go off of, but generally, a nid lists tries to overwhelm with bodies and force target priority errors. The two questions you need to keep asking yourself when shooting at units are: what will this unit do outside of synapse? What is it's threat range? For example: Hormagaunts in synapse are fearless, and have a solid charge range. Hormagaunts outside of synapse are ld 6, thus likely to flee if casualties are taken in shooting with an additional bonus: hormagaunts starting their turn outside of synapse have a little more than 25% chance to freeze and attack itself. So, it may be more worthwhile to shoot their synaptic shepherd. The opposite can be true of Carnis and the fliers, they have good leadership, and can be a threat even more quickly due to their ranged weaponry. Generally, what you want as far as shooting goes is quantity over quality. The Tesla destructors will be your best weapon here, it's got enough strength to worry MCs, high shot number, has low AP so cover for many units is a non-issue, and has that nice arc effect. The arc rule actually incentivizes you to target clusters of units, and guess what Venomthropes (the cover-generating unit) encourages! The monolith won't be much of a fire magnet, as so few of the nids' ranged weapons can do a thing to it. If the monolith is an issue, it may get charged by an MC, that's where you'd need to worry about losing it. Doom Scythe isn't a bad choice, as it has skyfire and the death ray (aside from having the best name ever) is above S 8, which is very bad for the midsized critters, and not terrible to draw through MCs or hordes once the Venoms have been dealt with. Mostly, I think you'd be well served by more warriors, immortals, or tombblades. |
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| M0Dark | Mar 20 2014, 01:03 PM Post #3 |
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Deathmark
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Bear in mind that most of the little critters can't hurt AV11 vehicles and that Vector strike is against the side armour (so AV 13), the MC's can't VS and charge on the same turn. Trazyn is good for horde killing with the empathic obliterator assuming he gets to attack. Triarch Stalker could be good, as the heat ray can kill MC's and the Flamer can roast troops while they cant do much back. Obviously a big MC will rip it apart in CC but you get to Flame it first. I would agree that the Monolith won't attract much fire as it can't be hurt my most things, it also won't put much hurt out as it can only snap shoot the flux arc's if it fires the particle whip, doe to the Ordnance rules. I have seen people recommend Triach Praetorians with Voidblade & Particle caster for MC killing but have never tried that. Tremorsteaves and Abyssal staffs might be nasty for nids as they have lots of low LD and need to move fast, although some might be beasts and so ignore terrain making the tremorstave useless against them. AB's are brilliant! AV13/11 and Tesla Destructor, every time you hit a flying MC its 3 hits and 3 grounding tests! |
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| Unholyllama | Mar 20 2014, 02:52 PM Post #4 |
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Lord
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I have a spotty record against nids so take the follow however you want. Necrons have some strengths against Nids though I'm finding new Nids to be more difficult than old Nids. Volley of Fire in Ghost Arks is still a great option as is anything Tesla. Night scythes are great as well. In my experiences, Nids have fallen to me by sheer number of shots that I put into them. I've tried different options with the Stalker and flamers and such but really, the more bodies I can put down into Arks - along with ABs and NSs the better. Tervigons are annoying but not as dangerous as they used to be - they aren't characters and they are still only I2 which makes them easy for MSS and Warscythes. One of the highest priority targets now; however, is the Crone. I underestimated this model the first couple of games and I paid for it. Having a haywire weapon can really screw an AV13 wall strategy. Lastly - Mawlocs - While many people on the internet praise this little burrower, it can't hurt our vehicles using Terror From the Deep unless Quantum Shielding is down. In terms of the models you posted, I would put the immortals on the ground and run their night scythe empty. May seem odd but 10 immortals in reserve is a lot of great shots that aren't getting fired. |
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| SurrenderAndDie | Mar 20 2014, 02:59 PM Post #5 |
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Lychguard
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@M0Dark....I have seen people recommend Triach Praetorians with Voidblade & Particle caster for MC killing but have never tried that. AB's are brilliant! AV13/11 and Tesla Destructor, every time you hit a flying MC its 3 hits and 3 grounding tests! YES to both points! IF you can manage to cause an unsaved wound on the Tervigon with your VB/PC Praetorians, your in business. The only thing I can't stress enough is make sure you have a D.Lord w/Res Orb attached for survivability and more chances to use Entropic Strike if you fail in the first round of CC. AB's are just plain silly NOT to take for 90pts a pop. Causing Fly-rants , Hive Crones, and Harpys 3 grounding tests will seriously make your Nids opponent re-think his tactics! Edited by SurrenderAndDie, Mar 20 2014, 03:00 PM.
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| Romorini | Mar 20 2014, 03:59 PM Post #6 |
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Warrior
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I am not sure I follow how an Anhiliation Barge causes three grounding tests. I understand a unit can only cause a test if it hits regardless of wounding or number of hits. Are you referring to having three barges? |
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| Unholyllama | Mar 20 2014, 04:56 PM Post #7 |
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Lord
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I think SurrenderAndDie meant that if you can deal 3 ground tests...not that 1 volley from AB causes all 3 in 1 round of shooting. Yes. Each unit that hits a FMC causes a grounding test after that specific unit has fired. This includes Tau Markerlights despite the fact that they don't wound. |
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| M0Dark | Mar 20 2014, 05:47 PM Post #8 |
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Deathmark
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I meant one hit from a barge caused 3 grounding tests. I thought it had to take a test for each hit. That is wrong. But 3 barges would probably hit at least once each and cause 3 tests. |
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| Mechanicus_Adept | Mar 20 2014, 11:09 PM Post #9 |
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Flayed One
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ok. so the monolith is a no go. I probably will add another AB and use the extra points for immortals and a better power for C'tan. I do not know if he will use a mawloc (burrower creature), but i shouldn't be too concerned with it right? I am not a 100% sure how the rules works for it, but it is considered a deep strike move. list edited above. feedback wanted. :) Edited by Mechanicus_Adept, Mar 21 2014, 03:01 AM.
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| Romorini | Mar 21 2014, 07:22 PM Post #10 |
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Warrior
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The mawloc could potentially do significant damage or next to nothing. I would just keep your units widely spaced. The S6 AP 2 large blast is meant for elite infantry. Your list doesn't have a super appealing target for it. Maybe th immortal or deathmark squads. Let us know how you do. |
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| Mechanicus_Adept | Mar 23 2014, 07:18 AM Post #11 |
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Flayed One
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I finished the game as a lost. The ctan was a good deterrent against flying mc, but only managed to wipe out some gargoyles. Nid player was using nid formations. Heavy flyer and bio cannon formation. The deathmarks were mvp again. It put the hurt on synspse hq, but failed towound on 2+. 0.o bad rolls. Thank goodness I dropped the monolith and took another AB. The heavy support helped turn the game from massacre to close game. Tesla worked great because plyr took venomthtrope for cover save. Gauss would have been useless, extra hits better. Dice was hot and I managed to always get a 6 to hit with tesla. It was a fun game. Funniest moment was seeing last 2 necron warriors running after suffering 80% casualties. Failing ld10 roll. Q. Can monsterous creature move up on a ruin if there is space and they roll a 6 on move? Edited by Mechanicus_Adept, Mar 23 2014, 07:18 AM.
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| Omar | Mar 24 2014, 03:59 PM Post #12 |
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Flayed One
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The MC will ignore the effects of difficult and dangerous terrain. so you don't need to roll for it. its in the MC section of the main rulebook. |
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| M0Dark | Mar 24 2014, 09:49 PM Post #13 |
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Deathmark
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MC don't ignore cover. They have move through cover rule. Still take dangerous terrain tests too. |
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| Omar | Mar 24 2014, 10:56 PM Post #14 |
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Flayed One
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oops, I was thinking of the C'tan which does ignore terrain but from a different rule.. not because its an MC. |
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| M0Dark | Mar 25 2014, 10:19 AM Post #15 |
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Deathmark
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Scarabs ignore terrain too as they are beasts. |
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| SurrenderAndDie | Mar 25 2014, 08:10 PM Post #16 |
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Lychguard
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Don't forget Wraiths too... Wraithflight! |
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| Mechanicus_Adept | Mar 27 2014, 12:55 AM Post #17 |
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Flayed One
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@surrenderanddie. haha. Yup. the wraiths did well. Didn't have to worry about them because they ignore terrain test. Edited by Mechanicus_Adept, Mar 27 2014, 12:55 AM.
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