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2. they cant settle anywhere, but there Settlment Mechanic is still much better than the Crap Eldar got. and on top Necrons have a Failsave Routine that there settlemnt Tiles are never to disadvanteged, something they total ignored at Eldar.
Necrons are very Beginnerfriendly for a Reason, the only real Negative i encountered with them (and only them) was that you can overstretch your Eco without recognicing it at first, and than you can get a downspiral that flattens your complete Production and kills you.
Nids shoudend have a Problem a soon they rolling, as long you just not drown them with the Overpowered Necron Fighting Jets. and even with that Nids can deal when they reached the rigth units.
somehow i have the feeling your Friends are not on the same level as you or you guys use modified game options (gamespeed, Rank and all this stuff)
Necrons are easy to learn, but there isn't much to master. Whereas other factions need more skill to play efficiently.
So I'll insist, Your friends need to get good :
Don't build loyalty too early, manage your eco to be close to bankruptcy, make your second city fast... The usual advice.
As a quick guide :
- SM and Orks have a strong early, they should capitalize on it to bully the Necrons.
- Tyranids have raveners that can slaughter everything up until the Monolith (where they need Monstrous creatures to deal with it, or enough Prime to spam the armor debuff [which doesn't happen. No. Stop.])
If you reach Obelisks and Tesseract Vaults, then your friends must also become able to reach high tier units.
Sadly the Hierodule is bad at dealing with super-heavies (it relies a lot on its stomp, and it's not useable against super-heavies), but Tyrannofex are perfectly valid at killing tanks. Supported by termagants to tank OW/slow down the enemy and/or some raveners/lictors to kill any infantry stupid enough to still be around. Or I guess exocrines to deal with infantry. But meh.
Orks don't have very strong tools. Gorkanauts and/or geared warbosses are probably your best bet to make the Obelisk fall. They're not **bad** but they're not shining either. The best move is to beat the necrons early to mid.
SM have a pretty weak late game unless specifically built towards it (which in turns make their early extremely weak). They don't have a super-heavy either, though the Aquila macro-cannon can wreck the best laid plans.
Centurions supported by Terminators or Land Raiders transporting Terminators and a few Thunderfire in the backline to repair them can probably contend with Obelisk.
But I'm doubtful about that, it requires a lot of favorable conditions.
no modified game options other than how the map generates.
In our games most necrons played like this:
- normal map options (4 player map, normal npc, normal speed...)
- early map conquered with strong units (Necron warrior + Lord)
- first PvP fight around turn 35
- next game-finish fight turn ~50-60
The sniper are cheap in production, have a range of 3 (while the necrons have a effective range of 1) and do high armor penetration damage versus infantry. They are also good/okay versus the tomb blades.
The bigger tanks (like ghost ark) gonna be a problem later, but every race has proper anti-tank in mid to lategame.
Doomsday ark is also open topped so I think the Devil Dog's Melta Cannon will get a buff against them but I've yet to test.
most Necron Units come along with Range 2, and 3 isnt so scarce at them as well, so the Snipers are Toast in no Time, specialy because most Necron Units snuff them in one attack, thnx to there bad Armor and HP...
The Devil Dog isn't your best bet at all against necrons vehicles.
Hydras are vastly superior, and if you need survivability, the Leman Russ will play the role better.
From the top of my mind the doomsday Ark (if it didn't move) as well as the abilities on the tesseract vault are range 3. I guess the Gauss Pylon (tier 10) is range 4.
If you call that "not scarce" (one T6 unit and two T10 units), I'm not sure what "scarce" is. Nothing at all?
The actual counter to ratlings is Annihilation Barge. Wraiths are also a solution but they come MUCH later.
If by "snuff" you mean "kill", then it's factually wrong.
Immortals deal 4.1 (2.5 in cover)
Warriors deal 6.2 (3.8 in cover), and only half that if at range 2.
Barges deal 5.8 (3.6 in cover)
Flayed ones deal 7.5 (but range 1 and melee)
Ghost Arks deal twice the warriors damage, thereby killing out of cover ratlings if they didn't move (but yeah sure Ratlings will stay in range of a Ghost Ark)
Tomb Blades deal 8.3 (with the upgrade that makes them ignore ranged reduction).
Only two of them (three if you count the Ark but like come the ♥♥♥♥ on. No Ratling will ever get hit by an unmoving Ghost Ark) are range 2, and none (again, no Ghost Ark don't ♥♥♥♥♥♥♥ count) one them one-hit Ratlings.
Now you may argue "Yeah ok they don't kill, but they pretty much cripple, killing half+ of the models".
Sure.
But then ratlings do the same (2/3 HP for warriors/flayed ones, half HP for Immortals, OHKO for tomb blades).
So (surprise!) Ratlings are an actual counter to Necron infantry. Almost as if their role was to counter infantry and they did their job.
well i dont know how to play the other factions so that wouldnt really work.
I reiterate then: They suck.
That said, you should try playing other factions.
1) It will be more enjoyable for everyone if you're all on the same skill level
2) You might be able to provide advice to your friends later
3) If any of them play Necrons, you might see what's too strong with them.
we have all tried playing necrons and they still struggle. i have tried playing space marines but i really dont like how they play. i do feel that space marines are a bit weak
Well, Guard and Orks are clearly the most entertaining factions and viable alternatives. :) If your games are truly that lopsided, you could adjust your difficulty to give yourself a slight loyalty disadvantage. Or fiddle around by adding bots to the teams ... a bit chaotic, but might be fun.
i just dont play with them anymore. they get way too buthurt