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necrons are hard to kill....for good.
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Old 14 May 2009, 04:42   #1 (permalink)
Kroot Warrior
 
Join Date: Apr 2009
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Default necrons are hard to kill....for good.

This has probably been asked before but I would appreciate some experienced thought and the opportunity to ask questions about what your opinions are based in.

I'm a tau player who fields 3 hammerheads and several crisis suits most with plasma rifles or missile pods. My shooting phases can be quite epic. So what would be a better plan killing we'll be back helping units like the lord monolith and tomb spiders or focusing on shear weight of numbers for the phase out rule?

I did a smidgen of math and reliably I can kill a squad of necrons and a half a turn with three hammer head sub munitions a turn, depending on how their spread out and not assuming an orb or something is near by.

My tanks all field D pods ( always count as obscured) so I'm not that fearful of destroyers.

So I assume the lord has to die then possibly monolith and then as many 'crons as I can drop? Or do I just go for easiest mass kills and hope that forces a phase out faster?

Greatly appreciated! Thank you!
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Old 14 May 2009, 11:13   #2 (permalink)
Shas'La
 
Join Date: Dec 2008
Location: Essex, England
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Default Re: necrons are hard to kill....for good.

http://www.tauonline.org/Article/12/FacingNecrons/

If he has wraiths, kill them first.

One other point - if he has wraiths, they should be your #1 priority.

Kill his wraiths.

Wraiths have a 3+ invul save, so just hose them with pulse fire and they'll go down.

Don't count on putting his lord down for good; almost all necron players bring a res orb which means they will always get a WBB roll. The best thing you can do is go for the phase out; when the number of units with the 'necron' rule gets to below 25% (is it BELOW or EQUAL TO?), he loses instantly.

Oh, and don't let his tomb spider get close. Nasty MC's.

If you can kill a squad of crons each turn, fantastic. If you keep it up, he'll phase out in no time.

WATCH OUT FOR THE NIGHTBRINGER. It has really high toughness and a 4+ invul save, so don't waste your railgun shots on it, instead pie plate his infantry. Don't charge the nightbringer with kroot in the hope of holding him up for a turn; you won't. Just avoid him.

Oh, and bring LOTS of plasma
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Old 15 May 2009, 01:25   #3 (permalink)
Shas'Saal
 
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Default Re: necrons are hard to kill....for good.

Don't underestimate scarabs! They are gonna chew through all your infantry with ease!!! They can also turbo boost, hence making their cover save 2+. Make sure you markerlight them early and submunition them, each wound will take care of one template!!! I shouldn't really be telling you this cause it's my favourite tactic with the crons
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Old 16 May 2009, 01:25   #4 (permalink)
Shas'O
 
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Default Re: necrons are hard to kill....for good.

Yknow whats good against scarabs?

Flamers. Double wounds, autohits, no safe...and generally wounding anyhow.

My favorite tau suit(BS filter, TL flamers) is extremely effective in this situation. It's dead cheap, too. After flaming them, charge. It denies them the charge bonus, they'll be mostly dead already , and it keeps your suits from being shot.
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Old 19 May 2009, 02:38   #5 (permalink)
Shas'Saal
 
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Default Re: necrons are hard to kill....for good.

Quote:
Originally Posted by Tyndmyr
Yknow whats good against scarabs?

Flamers. Double wounds, autohits, no safe...and generally wounding anyhow.

My favorite tau suit(BS filter, TL flamers) is extremely effective in this situation. It's dead cheap, too. After flaming them, charge. It denies them the charge bonus, they'll be mostly dead already , and it keeps your suits from being shot.
Hence I won't turbo boost em toward unit with flamers
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