| Necron reanimation protocals | |
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+6Zaakath Timatron Dogmar Mngwa Count Adhemar mug7703 10 posters |
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mug7703 Sybarite
Posts : 409 Join date : 2012-09-19 Location : Brighton
| Subject: Necron reanimation protocals Tue Mar 12 2013, 14:20 | |
| I remember vaguely I heard from somewhere that if a model is struck with a weapon that is twice its T then in doesn't get back up. So if we pop some Necron warriors with our DLs they die outright. Is this true or am I just holding onto a loose bit of incorrect information? | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 14:31 | |
| Only thing that stops RP is a "removed from play" type attack or the unit being totally destroyed, although even then most characters can still attempt to get back up thanks to Everliving. Instant Death has no special effect on RP. | |
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Mngwa Wych
Posts : 955 Join date : 2013-01-26 Location : Stadi
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 15:16 | |
| What? How are you supposed to beat necrons then? (dont have their codex, dont know their rules) | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 15:23 | |
| Necrons are annoying but not undefeatable. Especially as they tend to hang around in groups of 5 these days. As soon as they arrive on the table from their Zooming Flyers (thanks GW - an army with up to 14 flyers really needs some more advantages!) shoot the crap out of them, one unit at a time. As long as you wipe the unit out they can't get back up again.
Also, it's only 5+ to get up (4+ if there's a Res Orb in the unit).
Assault is the easiest way to kill them off as they are generally I2 and 1 attack. Win combat, laugh at their roll to flee, cut them down as they run. | |
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Dogmar Sybarite
Posts : 397 Join date : 2011-11-22 Location : Germany
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 16:52 | |
| The more annoying thing is that a friend assured my that if you add a cryptek ( with everliving so can always get back up) to a warrior unit and the unit is wiped but the cryptek gets back up, you can still repare models with the ghost ark, since the cryptek is considered a sergeant of the unit and can not voluntarily leave it. Now that sucks! | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 16:56 | |
| - Dogmar wrote:
- The more annoying thing is that a friend assured my that if you add a cryptek ( with everliving so can always get back up) to a warrior unit and the unit is wiped but the cryptek gets back up, you can still repare models with the ghost ark, since the cryptek is considered a sergeant of the unit and can not voluntarily leave it. Now that sucks!
It might suck if it was true. Once the unit is wiped out the Cryptek is no longer part of it. Repair only applies to units of Necron Warriors. | |
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Timatron Sybarite
Posts : 443 Join date : 2013-03-12 Location : Brighton
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 18:13 | |
| The last game I played against Necrons I ended up throwing the towel in on turn 3. So many wraiths, so few 3+ invulns failed! He didn't even have a cheesy flying circus list, just couldn't cope with the 12 Wraiths and all the tesla shots that made short work of my Razorwings. All that coupled with the usual first-time failure of Shadow field ( which I have now dropped from my Archon) made for an early gore-bath for my guys. Pretty sure your 'friend' is trying to pull the wool over your eyes about that dirty Cryptek move, however. | |
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Zaakath Hellion
Posts : 98 Join date : 2012-09-28 Location : Pennsylvania
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 18:49 | |
| You need to remember too that if a unit fails a morale check for casualties at the end of any phase, any models tokens for the resurrection protocols are lost as the unit flees.
Focus your fire, and avoid the wraith whip coils, if you can maneuver around them to kill them off first, and then assault, lock them up and sit pretty.
Kill the warriors, and charge strategically, so that no model is in b2b with a character that has MSS, you can avoid that pain too most of the time. | |
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Timatron Sybarite
Posts : 443 Join date : 2013-03-12 Location : Brighton
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 20:02 | |
| Every single one had whip coils! There was no avoiding them. In hindsight what I should have done is flat-outed straight by them on turn 2, left them stranded then gone to work on his static back units. That way, by the time the Wraiths turned around to come back at me I should have been sitting on Pain-Tokens with my warriors. | |
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Zaakath Hellion
Posts : 98 Join date : 2012-09-28 Location : Pennsylvania
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 20:46 | |
| Wouldn't have helped much (they're strength 6, so no FNP). I've found that shooting the crap out of them just makes them go away; but that also assumes some failed 3++ saves. | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Necron reanimation protocals Tue Mar 12 2013, 23:40 | |
| Fought a Necron and Nurgle CSM allies list today with a proxied Dark Angel Deathwing list. Kicked their backsides! | |
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Massaen Klaivex
Posts : 2268 Join date : 2011-07-05 Location : Western Australia
| Subject: Re: Necron reanimation protocals Wed Mar 13 2013, 00:32 | |
| 3++ on wraiths is worthless against poison. I just shoot them with venoms.. They die exactly like marines | |
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mug7703 Sybarite
Posts : 409 Join date : 2012-09-19 Location : Brighton
| Subject: Re: Necron reanimation protocals Wed Mar 13 2013, 02:22 | |
| Thanks for clearing up the query. Seems it has turned into a tactica thread on beating Necrons now haha. Yes, poison and range seem to be our best friends. I've only played them twice, and only at a 1,000pts but it was a cakewalk both times. I did the target priority thing and then just kept falling back and sooting.
To keep this a rules query thread. (And because I generally want to know). We still get out cover saves from NF against those dreaded Imotek lightening bolts right? | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Necron reanimation protocals Wed Mar 13 2013, 09:00 | |
| - mug7703 wrote:
- To keep this a rules query thread. (And because I generally want to know). We still get out cover saves from NF against those dreaded Imotek lightening bolts right?
Addressed in the Necron FAQ. - Quote :
- Q: Do units hit by lightning as a result of Imotekh’s Lord of the Storm special rule benefit from the Stealth or Shrouded special rules due to Night Fighting? (p55).
A: No. | |
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mug7703 Sybarite
Posts : 409 Join date : 2012-09-19 Location : Brighton
| Subject: Re: Necron reanimation protocals Wed Mar 13 2013, 10:00 | |
| - Count Adhemar wrote:
- Quote :
- Q: Do units hit by lightning as a result of Imotekh’s Lord of the Storm special rule benefit from the Stealth or Shrouded special rules due to Night Fighting? (p55).
A: No. Wow! That's harsh. I take it then as the attack comes from the sky you get no cover saves of any type so none for being partially obscured from Imotekh's view. If they roll a 6 our paper planes are going down! | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Necron reanimation protocals Wed Mar 13 2013, 10:12 | |
| AFAIK, no cover saves apply as it (bizarrely) is not a shooting attack. | |
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Vasara Incognito assault marine
Posts : 1160 Join date : 2012-08-22 Location : Vantaa
| Subject: Re: Necron reanimation protocals Wed Mar 13 2013, 10:21 | |
| But flicker fields still work. | |
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Panic_Puppet Wych
Posts : 506 Join date : 2012-12-30
| Subject: Re: Necron reanimation protocals Fri Mar 15 2013, 11:36 | |
| There's an easy way to stop the ever-living ones as well. They can only re-animate within 3" of their current position. Win in combat (not overly tricky), and use your consolidate move to spread out so that they can't get back up anywhere within 3". Even if they make their ever-living roll, there's nowhere to go. Used this trick twice; once on Tuesday with Incubi, and once last year with my BA when I was fed up of one of the named crypteks not staying dead (put him down FOUR times and then did that to him).
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Silverglade Wych
Posts : 521 Join date : 2012-12-30
| Subject: Re: Necron reanimation protocals Fri Mar 15 2013, 16:21 | |
| - Zaakath wrote:
- Wouldn't have helped much (they're strength 6, so no FNP). I've found that shooting the crap out of them just makes them go away; but that also assumes some failed 3++ saves.
Not so! in 6th edition you can now use FNP vs instant death whereas in 5th ed. you could not. | |
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Count Adhemar Dark Lord of Granbretan
Posts : 7610 Join date : 2012-04-26 Location : London
| Subject: Re: Necron reanimation protocals Fri Mar 15 2013, 16:23 | |
| - Silverglade wrote:
- Zaakath wrote:
- Wouldn't have helped much (they're strength 6, so no FNP). I've found that shooting the crap out of them just makes them go away; but that also assumes some failed 3++ saves.
Not so! in 6th edition you can now use FNP vs instant death whereas in 5th ed. you could not. Incorrect. Instant Death is the only thing you cannot use FNP against now. Page 35 - Quote :
- Note that Feel No Pain rolls cannot be made against unsaved wounds that inflict Instant Death.
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Silverglade Wych
Posts : 521 Join date : 2012-12-30
| Subject: Re: Necron reanimation protocals Tue Mar 19 2013, 01:10 | |
| Well slap me silly. you're absolutely right.
Not sure where i had it in my head that this had changed along with moving from 4+ to 5+. But it is VERY clear that I'm just plain wrong.
Thanks for the correction Adhemar! | |
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