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 Dark eldar and necrons

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Skulnbonz
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PostSubject: Re: Dark eldar and necrons   Tue Jul 07 2015, 13:08

I multicharged 2 units of destroyers and 2 warrior units (decurian) with reavers / autarch/ banshee mask and ran them all off the board at once. Reavers eat Decurian crons.

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CptMetal
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PostSubject: Re: Dark eldar and necrons   Tue Jul 07 2015, 14:03

How much models in that one unit?
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Skulnbonz
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PostSubject: Re: Dark eldar and necrons   Tue Jul 07 2015, 15:49

Autarch/ bike/ Mask/ Shard
11 reavers / 3 caltrops
1 Arena Champion / Caltrops/ Agoniser

Remember to give the champion a caltrop, that way in challenges, his D6 str 6 Rending hits are all allocated to the guy in the challenge!

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deekthegreat
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PostSubject: Re: Dark eldar and necrons   Tue Jul 07 2015, 20:27

I apologize for the walls of text.
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JackKnife01
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PostSubject: Re: Dark eldar and necrons   Wed Jul 08 2015, 07:17

I kill the speed of the necrons. After that the are left with 6 inch movements. Range and speed, which is our best weapon
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1++
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PostSubject: Re: Dark eldar and necrons   Wed Jul 08 2015, 08:20

@Skulnbonz wrote:
I multicharged 2 units of destroyers and 2 warrior units (decurian) with reavers / autarch/ banshee mask and ran them all off the board at once. Reavers eat Decurian crons.

Multi charging things is a good tactic, esp as the Ghost Arks usually aren't moving (Auto hits!!) so 2 or 3 Grotesques is enough to wreck it as well as staying safe locked in combat with the Warriors, etc

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Vasara
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PostSubject: Re: Dark eldar and necrons   Wed Jul 08 2015, 08:27

Reavers are good against Ghostarcs as you can surround them totally on charge and kill most of the unit inside same time as the vehicle.

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lelith
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PostSubject: Re: Dark eldar and necrons   Wed Jul 08 2015, 18:49

@Skulnbonz wrote:
Autarch/ bike/ Mask/ Shard
11 reavers / 3 caltrops
1 Arena Champion / Caltrops/ Agoniser

Remember to give the champion a caltrop, that way in challenges, his D6 str 6 Rending hits are all allocated to the guy in the challenge!

Fearless bonus from Shard is awesome, though it's bit expensive IMO.

But is it worth in close combat? You need to call a challenge to maximize the effect of Shard (but it seems Arena Champion to call it in your case)

I'm really confused of a close-combat wargear for my Skyrunner Autarch having Banshee Mask for this reason.

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Brom
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PostSubject: Re: Dark eldar and necrons   Wed Jul 08 2015, 20:39

The banshee skyrunner is great for his points especially since he denies overwatch and manipulates reserves. Plus he lends a little more protection to the unit (and for some crazy unknown reason mine looks EXACTLY like the baron go figure). I've faced some pretty broken decurion harvest armies and I can tell you they are resilient as hell. You must kill the lynchpins of lord/ccb, spyders etc. The main problem for us however are the bikes. Jamming 30 tomb blades with TL s5 ap4 and ignores cover is just horrendous against our army. As someone mentioned above breaking them in combat is much better than trying to kill them all.

Edit- so I may as well post it here to see what you guys think.. I've been considering running an iyanden skyrunner to try out the soulshrive (str 3 ap2 master crafted, spiritstealer- for each unsaved wound add +1 to soulshrives strength for the rest of the game.) What say you TDC?
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lament.config
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PostSubject: Re: Dark eldar and necrons   Wed Jul 08 2015, 23:37

Anyone have tips for playing against an Obelisk at 2k. I usually bring to 2 RWJ but, I'm questioning that
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FuelDrop
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PostSubject: Re: Dark eldar and necrons   Thu Jul 09 2015, 00:15

@lament.config wrote:
Anyone have tips for playing against an Obelisk at 2k. I usually bring to 2 RWJ but, I'm questioning that

Haywire Scourges. Our best answer to superheavies.
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Brom
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PostSubject: Re: Dark eldar and necrons   Thu Jul 09 2015, 03:14

Personally I like melta against any super heavy simply for the higher chance of stripping multiple HPs with each shot.

The obelisk goes down pretty easily and doesn't put out much firepower for its cost honestly. If hes running the formation where its required to DS then saturate the board and try and force bad placement and a mishap since even LoW aren't protected from being lost in the warp.
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Massaen
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PostSubject: Re: Dark eldar and necrons   Thu Jul 09 2015, 06:25

@1++ wrote:
@deekthegreat wrote:
....and he has 2 revnant titans ....

Paging @Massaen.....

HAHAHAHA!

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BlackCadian
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PostSubject: Re: Dark eldar and necrons   Tue Jul 14 2015, 11:47

I'll try Freakshow in my next game (we finally agreed upon at least battle brother allies being allowed in my gaming group!) - but I have a question regarding fighting Crons in Assault: How do you even GET into assault? Because to get there, my units have to weather a rapid fire storm of gauss energy the turn before, and so far, nothing has survived that...

So yeah, how do you get your melee specialists into melee in decent shape?

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Count Adhemar
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PostSubject: Re: Dark eldar and necrons   Tue Jul 14 2015, 11:52

@BlackCadian wrote:
So yeah, how do you get your melee specialists into melee in decent shape?

Take a Dark Artisan formation. They really don't care about Necron firepower! On overwatch you're looking at 6 to hit, 6 to wound, 3+ armour and 4+FNP (rerolling 1's). That's roughly 0.5% chance of causing a wound for each shot fired. Even with a full squad of 20 warriors in rapid fire range there's only a 20% chance of taking a wound Very Happy

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iknowinewb
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PostSubject: Re: Dark eldar and necrons   Tue Jul 14 2015, 17:39

From my experience playing handicapped batles with necrons, I would recommend throwing as much dakka as you can on their bikes, those ignore cover blast markers will wreck us hard. As for his warriors, ignoring them seems to be the best option right now unless you can charge hard with grotesques/taloses/incubi. Also, tank shocks are a nice cheap trick to push a warrior blob off an objective (hint: Use venoms for tank shocking, that 5++ is a great deterrence vs any necron overlord feeling like making a heroic stand, I managed to bait one into taking it and dying before.)

I am not sure about how lance interacts with the ghost arks's extra shielding but i think it reduces it to av12 too. If you are a fan of witches, consider starting hammer and anvil charges with them and some other unit, a late game charge from a warrior unit is arguably better than having them shoot.

Heck, necrons and tau are the only armies I would rather charge than shoot most of the time, that 4+ 4+ is just too frak up for rifles to deal with.
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clever handle
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PostSubject: Re: Dark eldar and necrons   Tue Jul 14 2015, 19:00

Quantum shielding on Necron vehicles works exactly as you'd exect:
- Quantum shielding increases the front and side armor by 2 pionts (generally to 13)
- Lances count all armor values in excess of 12 as 12,

thus a QS equipped vehicle is AV13, becomes 12 when targeted by lance fire until you land a penetrating hit & eliminate QS.

Crons are significantly more resilient in their new book, however many of their old tricks are gone and this sort of makes up for it. Ultimately the thing to watch out for is wraiths since they're T5, 3++ and better than beasts. Their speed is incredible, but honestly they're nothing more than thunderwolves - so shoot them with venoms & they'll die. If they're in a canoptek harvest prioritize the tomb spider with lance weaponry else the unit will keep RP up which makes it godly....

Talos crush their units in CC if you can get in, just look out for high strength tesla on the way in.
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DEfan
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PostSubject: Re: Dark eldar and necrons   Wed Jul 15 2015, 10:54

28 wounds from RJF missile volley, 3 necrons die. Grrrr.

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FuelDrop
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PostSubject: Re: Dark eldar and necrons   Wed Jul 15 2015, 12:19

@DEfan wrote:
28 wounds from RJF missile volley, 3 necrons die. Grrrr.

This is the problem with our lack of AP. Everything becomes a gamble.

Also, I did the same thing and wiped out several grouped units of necrons in a single volley. Results will vary wildly based on the enemy's luck.
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JackKnife01
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PostSubject: Re: Dark eldar and necrons   Thu Jul 16 2015, 17:06

Diss cannons hurt them more so since it wounds on threes and give them only a four up instead of a four and four uo
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