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[DC 1.1] For the Greater Good - Tau Tactica

  1. #101
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    Yeah, Rangers can be a pain, better almost to just run around till T2 Pathfinders come out. Which doesn't take to long if you eco boom correctly.

    Think about it this way, if you didn't need Vespids, you'd have enough req to make another FW squad and build either a Gen or LP, which would give you better firepower early on and better econ (cheapest/quickest cappers) which would make Tau totally PWN Tier 1. So they intended for you to get a weak expensive unit early on to handicap Tau from a booming econ/army.

    This is a risky techy BO, but if you can keep your builder units alive you'll have massive firepower very quick. 2 builders to Barracks, then 2 gens, and 1 FW squad to harrass and lead enemy away (skip TC and Vespids), you can make the Path building ASAP and get your Pathfinders and Broadsides very quick. I'd rather take the risk and end up in T2 w/ a good econ, as opposed to wasting req on Vespids and cripple your econ.
    gg

  2. #102
    Something certainly needs to be changed with regards to Vespids and tier 1 tau detection. I'm going to put up some proposals regarding this soon, if I have time. It's really terrible how it is, as any Eldar ranger rush will show you.
    Yeah, a good ranger rush is very very hard to deal with. Have you gotten snares to work on infiltrated units?

    My two bits is maybe they should add an upgrade to the commander similar to the campaign sensor upgrade. Advanced sensors or whatever. They already have the model, obviously, so I can't imagine it would be difficult.
    "Si vis pacem, para bellum"

  3. #103
    HERO
    Guest
    My two bits is maybe they should add an upgrade to the commander similar to the campaign sensor upgrade. Advanced sensors or whatever. They already have the model, obviously, so I can't imagine it would be difficult.
    This I agree with 100%

    There should definetly be another form of stealth detection other than Vespids and Pathfinders (tier2).

  4. #104
    ir0nside
    Guest
    That's a good idea. It's not innate, and must be upgraded to, costing power, but giving you stealth detection in a unit you'll use for more than just detection and building harassment.

  5. #105
    Eji1700
    Guest
    If they made an upgrade like that I think it'd have to be tier 3. Having a jumping, stealth detecting, ranged commander is really going to rape all stealth infantry. The idea normally is the commander is strong but without support infiltrated units can get past him and closer to the army. Once you get an upgrade like that i means, against ork for example, that you can park your commander near your tanks and the tankbusters are never going to get close enough to fire. You won't even need pathfinders or vespids. Not to mention that with how hard it is already to kill the tau commander since he's got decent health and a jump ability you could easily shutdown stealth units for the rest of the game.

  6. #106
    If they made an upgrade like that I think it'd have to be tier 3. Having a jumping, stealth detecting, ranged commander is really going to rape all stealth infantry. The idea normally is the commander is strong but without support infiltrated units can get past him and closer to the army. Once you get an upgrade like that i means, against ork for example, that you can park your commander near your tanks and the tankbusters are never going to get close enough to fire. You won't even need pathfinders or vespids. Not to mention that with how hard it is already to kill the tau commander since he's got decent health and a jump ability you could easily shutdown stealth units for the rest of the game.
    This arguement is confusing. If I have tanks I don't need my commander to park back there, I have pathfinders?

    Early game the TC's main gun isn't exactly ' deadly' either. Super range, but ....

    This 'upgrade' would really only effect the early game. And you can't have your commander everywhere. It would essentially allow tau to defend a specific spot or path.

  7. #107
    Minrad
    Guest
    On the Mont'ka vs Kauyon debate, one thing that I think was touched on, but maybe not fully is the power of the Crisis Suit flamer. I've had several games on small maps where I've gone Mont'ka and gotten two suits out just in time for a Necron attack with like 5 squads of flayed ones and several normal necron warriors etc. The suits turned a complete route into a win for me. I was stunned. After he teleported out of my base, I added another suit, tied him up in the middle with the rest of my army, and jumped into his base. The three suits destroyed his base in something like 1min 30sec.

    I believe someone already pointed out that it has a reload time of 0.00000 seconds, so atm the Tau's Crisis Suit flamer is broken. Mont'Ka will be even worse off once (maybe if?) that gets fixed.

    As for the detection problem, giving Tau LPs detection would work nicely imo. Every other race can detect with turrets; since we miss out on those, atleast give us detection on listening posts. =/

  8. #108
    ir0nside
    Guest
    Eh, he does have a slight point in that it might really push the Commander over the top in terms of effectiveness by adding stealth detection. However, he misses the point entirely in that the problem is effective Tier 1 detection, which currently is borked in the form of Vespids.

  9. #109
    HERO
    Guest
    Borked is definetly a term I would use too.

    Vespids for the sole purpose of stealth detection is a little over the top.

  10. #110
    SPADEZ
    Guest
    Y'know.. I wish that Tau workers had stealth detection.. they ARE robots with.. 'sensors' at least they should :P That would solve tier 0/1 stealth detection. PLUS Vespids are too damn expensive just for Stealth detection.. AND they die to easily.. in melee or ranged mode.. bah.. lol

  11. #111
    Quex13
    Guest
    I've actually had some good thoughts about Vespid, but they still are too expensive early game. It is mainly that they are auto reinforced and have almost 0 build time. If they took it down so that you only had 2 or 3 Vespid it would take down the cost a bit...but it would still cost about as much as a Kroot squad, or maybe a little more. They could fix this by giving us two buttons, one that does what it does now, and the other giving us a Vespid squad that takes longer to build and is not reinforced, but costs quite a bit less.

  12. #112
    SPADEZ
    Guest
    I agree about that. Vespids ARE good units.. but are horrible for their cost in tier 1.. in the sense that it eats your economy.. I am pretty sure that each individual vespid costs 60 req. Since 300/5 = 60 So if it started with 2 or 3 vespids it would cost 120 or 180 Req for a vespid squad.. which would be more resonable to purchase than the 300 cost..

  13. #113
    Wadmaasi
    Guest
    Great thread, everyone; as a Tau-loving lurker, I'm enjoying the discussion immensely.

    ir0nside, while it might be a bit of spam to the thread, please consider making a new reply every time you update the initial guide-post with highlights of what's included in the update. It's hard to A) keep up with edits and new discussion and B) quickly pick out new/updated material in a wall of text as long and detailed as the guide. I hate the thought of someting particularly juicey slipping past me 'cause my eyes skipped over something I assumed I'd already read.

  14. #114
    Jarso
    Guest
    If the Vespids wasn't like they are now no one would use them, the thing about Vespids is the almost 0 build time, don't tell me that an Eldar player can have Rangers plus infiltration before you get Vespids an Harass enemy base, baked up with Kroots, if the Vespids were cheaper they will have to stir up the build time, but then their purpose as a solid rush squad that can do heavy damage to building and can potentially cripple the economy of youre enemy would render them useless since their not live long in a battle.

    To compensate this they will probably need to make them more resiliant to damage and maybe allow you to have two squads of them, because I don't see the purpose of a squad of Vespids in mid-game right know, their only good at the start of the game, or at least that's my opinion.

  15. #115
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    I'm curious about this strat in a team game:

    Fill up your infantry cap on 3 Crisis Suits and the rest pure Stealthsuits with all the upgrades + commander. Wait till the enemy is approaching, then jump the whole 20 cap army into the enemy base and focus everything on the HQ. Protect your base w/ a lot of snares and buried drones. If he continues into your base you'll probably destroy his first. Or if he pulls back you might destroy it anyway. Has anyone tried this?

    However, if there's turrets everywhere you just wasted a whole 20 cap.

  16. #116
    Njorhg
    Guest
    Wouldn't dare, far too risky.
    What could I do to defend myself with Stealth Suits only?

  17. #117
    Eji1700
    Guest
    Actually if you're worried about turrets just take the vespids too. Use shred to take out the turrets and then it might work. Still realllllly risky though. I guess you could use up 4 of your cap to leave 2 squads of entrenched broadsides at the base and then either submerged drones or 2 hammerheads and 2 drone carries. It all really depends on req though.

  18. #118
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    Don't forget about 20 snare traps around your base to hold them still for the entrenched broads. With their firepower you should pwn infantry stuck in the traps. The only thing I worry about is vehicles, which would probably diverted back to defend their melting HQ.

  19. #119
    ir0nside
    Guest
    Going to be updating the Tactica very shortly here. Stay tuned!

    New updates include..

    - Tau racial strategies which outline some common encounters I've witnessed in the days since Dark Crusade fell into my grubby blue paws. Strategies included:

    Necrons
    Vespid/Kroot Rush replay
    Anti-Warrior Rush
    Anti-Necron Tips

    Eldar
    Anti-Guardian Spam
    Anti-Ranger Rush
    Anti-Banshee replay

    Imperial Guard
    Pro Replay
    Chaos
    Kroot Rush replays

    - Updated Mont'ka vs. Kauyon section
    - Updates on various units such as Vespid, Stealthsuits, Broadsides/Devilfish, and others
    - Refined build orders

    Note: I have been playing under the SabbathViper account name recently, while doing some of these tests.

  20. #120
    FOLrOBOT
    Guest
    Your replay links lead to 'delete replay' confirmation pages.

  21. #121
    ir0nside
    Guest
    Fixed!

  22. #122
    Aver
    Guest
    hey ironside your guide has been amazing great job but this maybe a little noobish & maybe the wrong place to post it but i figured since i'm a tau fan boy & you helped me with the devilfish carrier i would ask here. any way when people say qeue up a building how do they do that do they just say building something then move the builder to soemthign else or is there a way to queue it up?

    OMG your name is sabbath viper ironside I played with you!!! i was draxious!!

  23. #123
    ir0nside
    Guest
    Whie you're in the build menu for a builder, hold shift down while you "place" more buildings after the first. You'll pay for the building, and it'll have it's foundation placed where you want it, and when your builders are done with what they're working on, they'll go complete each successive building you set for them in their "que".

    And yes, I remember you Draxious. =) For a guy who didn't know how to que buildings, you sure played very well. Our games would have beeng good examples of combining Tau arms against enemies in team games.

  24. #124
    Aver
    Guest
    lol thanks! we rocked the hell out of them i havnt been on lately cause i been hving to spend almost my hole time before work in the hospital to get some blood work done but i will be on tomorrow moring & tomorrowing evening after work @1am

    it was funney to when you said you were gonna go & make your guide i was gonna tell you to look at your own guide for any example

    also wht do you expect of me for not queuing up buildings i didnt even know how to whisper you lol!

    Also i'm sorry to double post but i have a question i know devilfish are a amazing transport but i'm having problems because when u try to sneak them into someones base the lp's/ turrets can see them & then it's bad from there. & if i send it say some kroot to throw the guy off the lp's see them & if he has a turrent devilfish dont stand much of a chance vs it

  25. #125
    Jarso
    Guest
    Hey great job ir0nside, I would appreciate a little help now, recently I was playing a team game where we were two Tau player incuding me vs two SM players, we decided to start with the standard build, getting Commander and FW out do to the lack of firepower the Tacs has in comparision to FW.

    We kept the SS to have a tier two anti vehicle infantry, but since the game was going pretty well for us we delay the Mont'ka path and stay in tier 2 a bit longer than expected and for a surprise came a Hellfire Dread backed up with Probes so SS useless,
    the FW and Commander was disrupted badly, then another one came in, I try to used Broadsides and after a bunch of heavy casaulties we managed to take them down but by that point the game was utterly lost, so my question is any suggestion to effectively deal with a Hellfire Dread in tier 2 without to many casualties?

  26. #126
    ir0nside
    Guest
    You say that the probes rendered your Stealthsuits useless, but I am sure you can toss an EMP grenade on the Dreadnaught before they are obliterated. Once that is done, your Commander + FWs can make short work of them. I'll try it out and do some testing.. thanks for bringing that up - a good point.

  27. #127
    Aver
    Guest
    I can help ya out with this Jarso get your invis squads to have there commander use there emp gernade to stop them from firing & get a pathfinder squad & mark it. Your commander & firewarriors will take it down so fast it will look like it was a scout

  28. #128
    Jarso
    Guest
    Yeah, I did try to trhow the emp, but the Dreads were not alone, the Hellfire is a lot cheaper than the standard Dread, he has Tacs support behind the Hellfire, the SS never touch ground (and we have two squads each). I think the problem was taht me and my friend were to sure of the fact that we can outshoot Tacs, ASM, and standard Dreads, we did not expect a HD, I rarely see those used lately.

    Maybe Skyrays with rocket barrage would be a better option than Broadside, since the HD must stay away to fire his weapons, no worrys, I think I would see this rather often now against SM players. We have to learn and counter.

  29. #129
    Aver
    Guest
    I personally find the rocket barrage isnt as affective against dreads due to the fact of there mobility & most like they would be move before it would hit cause of the delay. I still find that the pathfinder/stealth suits is the best combo to take them down

  30. #130
    Nikitas
    Guest
    Looks like the Greater Knorloc is under the Kauyon path again.

  31. #131
    SPADEZ
    Guest
    Haha, thanks much ir0n. I'll keep ye updated if I discover anything about the Mont'ka.

  32. #132
    ir0nside
    Guest
    If any of you want to contribute, there is one area which I'm having problems with. I tend to roll over Eldar, SM, Chaos, and IG.. but I tend to have real problems facing Necrons. From what I can tell, the build order is a fairly standard one. First scarab builds 2 generators then a Summoning Core.. que'ed scarab caps and builds obelisks; in the meantime, a Lord and Warrior squad are popping out.

    I encounter the Lord and his Warriors with my Commander and Firewarriors at almost the same time. Now, this fight is already at a disadvantage, because the Necron Lord chases my Firewarriors which I dance away, and his Necrons continue firing at my Commander. Normally this would not be a problem, as I'd break the squad with my TC's flamer.. but the Necrons have amazing morale recovery - as soon as I switch to the next incoming Warrior squad to break it and keep it nullified, the prior one rallies and continues harming my Commander.

    During the time that I am dancing my FW's away from the Lord, he slowly kills them with his highly accurate on the move fire.

    Of course, snares can sway this in my favor, and usually do.. but Necron players are getting better and are now teleporting over my snares to keep pursuing my FWs. So I end up snaring a Warrior squad which wasn't really going anywhere to begin with. Eventually they manage to bring my Commander's health to a point where I have to start playing with him defensively. Without him to break the Warrior squads, they simply begin following my FWs, with their perfectly accurate on the move fire, quickly raping what is left of them.

    That is when things stalemate, and then turn in the Necrons favor.

    I'll get some example replays up soon.

  33. #133
    GRIM Avocado
    Guest
    Vespid rush rapes necron, in my experience (and many others i've heard). I usually do:

    builder, stealth suit, stealth suit, vespid, jumps
    builders double tau barracks, then gen, then 2 LPs
    stealth suits cap
    after first 2 LPs are up, get TC + flamer
    more LPs -> fire warrior spam

    Vespids jump in before NL or NW are out, and if there's a turret, shred it and its done. Take out gens, or scarabs - takes longer to kill the scarabs though, try and find the ones with only a single one in the squad. Works for me.

  34. #134
    Member stopgap's Avatar
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    ironsides, ive found that with this situation Preparation is KEY. If im fighting necrons and not trying something stupid while tired, (most of my losses are me trying stupid ideas) I try to Always get the Commander out first, have my first or second stealth suit cap middle to give warning, and try to have 2 generators. now this leaves me with a kinda shaky early game, but it allows you to get all the tau upgrades commander upgrades Really early, and more importantly allows you to jet to middle and set up snare traps BEFORE, the enemy ever arrives, ive found this allows you to regularly completely suprise the necron player, and do some serious damage, however its a Very power hungry build so keep capping lps, and then building LP's or youll get way behind in tech, however this build, if you can stop the initial warriors can drastically slow nex. Youve got to be sneaky with the traps though, and try to set up a line of retreat all the way to a LP2 (which is kinda nice to have for a fallback).

  35. #135
    ir0nside
    Guest
    Grim, the problem is that their Generators are extremely cheap, and destroying them with Vespids is pointless from an economic standpoint - their builders are free and they'll just rebuild the generator for very little expense. Also, as soon as they get a lord out, you can't harass his buildings anymore, because he can just teleport straight there and knock them to high hell - and of course, his Lord comes out early.

    I think I've isolated the real problem.. and that is the Necron's seeming 100% accuracy while moving. The Necron can just mark his Warriors to melee your FWs, firing the entire time - and when they close in, you are forced to dance your FWs back - but the entire time they chase after you, they're still firing. And firing. And firing. Each Firewarrior you lose is a painful 70 req, and with this approach, there really isn't anything you can do about losing Firewarriors. You can snare them and drop their numbers, but you're not costing them very much, and another squad is already on the way for no cost.

    In the meantime, of course, their Lord is teleporting around, avoiding your 35 power cost snares, and herding your Firewarriors into the endless fire-while-moving damage of the Warriors.

    I've tried keeping the Warriors broken, but they rally at very low morale, so keeping more than one squad broken is very difficult.

  36. #136
    PlagueDog
    Guest
    What about using vespids to kill the building the necrons need to port back with?

    Never tried it yet but that may help some. There HAS to be some use of those damn expensive vespids other then stealth detection.

  37. #137
    ir0nside
    Guest
    Lord doesn't need that building to teleport... and yes, the Summoning Core is the number one building target for your Vespids, the problem is that a lot of Necron players don't get it that early, and by the time they do, they have a turret and a Lord to fend you off.

    Talked with Compeador a bit, who is more or less the number one Tau player right now, and he agrees. Evenly matched, Necrons can basically wear you down through attrition when facing FWs against NWs.

    I'm currently testing some new builds to see how they fare.

  38. #138
    HERO
    Guest
    You know what I find really lame lately? Space marines that turtle up with LP2s and tech straight up to Dreadnaughts. With good micro and harrassment with 2 ASM squads, it's really difficult to assualt his early base while he techs, and the dreadnaughts come out and cause some serious trouble for me. Thoughts?

    If you try and attack, you'll get beaten back. If you try and defend and wait for VPs, he'll have teched higher than you.

  39. #139
    Solaufein
    Guest
    Against necron I first tried to outshoot and dance them, with no succes. I have had good succes with getting 2 kroot squads first to tie up is warriors in melee and then get FW squads to kill em. After that I either lost my squads and have the warriors in my base killing me, or I have map control and stand outside his base waiting to get to tier 2 for some durable anti turret firepower.

  40. #140
    Jarso
    Guest
    I have a replay, where I do Vespids/Kroot rush to them, by the time I get to his base he has two groups of NW, and the Lord was on the way(the map where large for a 1 vs 1). Anyway my Vespid encounter NW and the first squad of Kroot was on the way, I use the vespids speed to outrun the NW and attack one of his generator, he tried to pursue but vespids are fast. Then I starting pounding his obelisk and his scarabs in CC. The NL came out Kroots were not there yet.

    I retreat to meet my Kroots, change the vespids to range, and attack the NL with both of them. NW to slow so the NL was alone, I start reinforce the Kroot and another squad was on the way. he realiza that the NL wasn't doing very well by himself against Kroot becouse their reinforce fast, and the Vespids dmoraliza him, so he teleport back to his NW.

    Then with my two squads of Kroots an my Vespids I push forward, meanwhile I almost finish building barracks and wait for the commander...

    Since his NL was low on health he posicion his NW in front, but I killed the two groups with my Kroots, meanwhile, Vespids pounding obelisk in close and NW range in Range for morale damage. He already have at this point the option of make Flayed Ones, and he did, he combine his FO with the NL and spawn another squad of NW. I use the Vespids to demoraliza the FO and use one squad of troops to entace the NL an the other in the FO. Vespids switching fire between the two groups to keep morale low. SonicBlast on NW to slow their arrival them fire again. At this point I have map control with my SS but althought I have the barracks I can't recruit the TC becouse my requisition is low since I need to reinforce heavy my Kroots and Vespids. I killed the FO, NL and NW and go for his Scarabs and Obelisk with my Kroots and attcak the generator with my Vespids. Since I have a relief in the reinforcements I manage to recruit TC, upgrade flamer and bring him to his base, he begins now to spawn Wraith, and for my surprise their very good at killing Kroots and entace Kroots because of his killing animation, but I outnumber them by that time, he spawn NW, and the NL again but to no use I win the match but with heavy micro on my Vespids/Kroots, and of course maybe a bit of lucky.

    Post the replay later tonight, hopes that help...

    If anyone has a better tactic for this post it.

  41. #141
    Minrad
    Guest
    Whenever I play against Necrons, I always have to go Kroot. Kroot versus Necrons are pretty evenly matched 1 for 1 in CC, but they build faster and their squads outnumber NW squads, so you can pretty easily beat up on them. Normally I'll only get some light Firewarrior cover, at best. If the Necron player fights back the Kroot masses using Flayed ones, the Firewarriors can take em' out so your Kroot can continue duking it out with NWs. You can't get too greedy with your FWs though, or else he'll just deep strike the Flayed ones in your Firewarrior mass.

    NWs can beat out Kroot warriors later once they get their upgrades though. That's what cannibalize and Kroot hounds are for, of course, but early game Kroot can beat out NWs pretty easily.

  42. #142
    umbrafox
    Guest
    Just a quick thought about the tier 1 stealth detection. I don't know if anyone has mentioned this before but I haven't seen it;

    I think an ideal solution would be to let us get our pathfinding friends at tier 1 but they wouldn't get markerlight until it was researched at the path of enlightenment so as not to OP the t1 forces

    Thoughts?

  43. #143
    Minrad
    Guest
    That's rather reasonable, actually... but Pathfinders are still very expensive units at Tech 2, even moreso if they were made Tech 1.

  44. #144
    GRIM Avocado
    Guest
    Well, I've been having no trouble with any race with tau as of yet. Vespids are pretty ridiculous, they single handedly win every game for me. I'll post some 1v1 reps, and i'll try to get some vs necrons for you.

  45. #145
    ir0nside
    Guest
    Thanks, Grim. I've been testing various builds against some really good players lately, but the problem seems to be when the Necron sets his NWs to melee. That is where the trouble begins - at ranged, I win easily, of course. But having them slowly march up to melee range forces my FWs to start running, and during the whole time the NWs are picking them off, while moving.

    That is the core issue. The FWs can't shoot while running, and cost so much for each one you lose.. that I slowly just get worn down while he continues to build up and reinforce his NWs.

    *rubs chin*

  46. #146
    Yeah, I'm with Ir0n on this one. I mentioned a few days ago that my Necron friend and I did some testing, and in a stand up fight the NW will beat the FW, which means the FW have to rely on range and better micro, but it just doesn't happen with how well necron can wage an attrition war.

    Because of the setup time, you can't "kite" nw, they can just continue their slow crawl forever.

  47. #147
    SPADEZ
    Guest
    Meh I wish I could play against others.. I've only been able to play my friends via LAN.. but my friend is a pretty good Necron player.. and what I recomend is just build up a defense.. and then make a side strike force or something.. and have the strike force attack everyone once in awhile.. and after the necron attack your base.. hold 'em off (if you can) then pop a snare on the lord's corpse and then head out with full forces to the necron player's base.. kill his turrets then ALL fire on his monolith.. if he hadn't built another one.. under standard rules you will win the game. (since monolith is the only production building)

    As for fighting Necron headon.. spread your fired warriors out and let the necron lord melee one of your FW squads.. it will be your sacrifice haha.. but then just try to keep all of their units occupied with your Kroots. (Try to aim for 3-4 of them) Have 3 of them with Shapers and the 4th one, if they don't look like they are needed.. have them cannabalize if any tau/kroots have fallen.. since unfortunently Necron corpses can't be eaten!! (if only if only).. The Kroot jump really helps against the Tau.. try to send in 1 squad at time to keep them pummeled by Kroot jumping hahaha. The only units I fear are the stupid Flayed Ones.. Just because they take out my Broadsides >.< What I recomend is saving a Vespid or your 4th kroot behind your forces to keep the Flayed Ones occupied (if they come).. so yeah.. that is my though about fighting them head-on. (as for their vehicles.. I'm not too worried about them...) haha gotta love Stealth EMP's

    As for fighting Necron Warriors in the beginning. Start off with Kroots first.. rather.. build a Tau barracks and then a kroot right away... if you can.
    Last edited by SPADEZ; 18th Oct 06 at 9:00 AM.

  48. #148
    ir0nside
    Guest
    Indeed. The only thing you can do is run completely away, and set up more snares, and wait for them to plow into them. However, the lord will simply teleport to you, tie up one of your FW squads by chasing them, and your Commander + FW can't bring down the rest of them fast enough as they reinforce, and it all happens again.

    I've tried Kroot rushing them with the very effective build posted in the Tactica, and it literally stalemates out after a long, long time. It'll take forever, but eventally you'll lose to attrition if they get a turret and/or LP2 up in the base, and while your Kroot which have really terrible building damage struggle to simply break even against the constant free Warrior spam (with Lord there dropping your numbers constantly and disrupting them), you end up spending way more on reinforcements than they do on anything else. They simply send scarabs out, make Obelisks around the map, and build their important buildings elsewhere where your Kroot arent. So essentially, this is just an exercise in futility.

    @ Spadez:
    In a competitive game, Spadez, you won't have both FW and Kroot to utilize against the Necrons at such an early stage. Nor will you have enough resources to have a "seperate side force" to attack their base while their Warriors are attacking yours. Besides, as soon as they get a Summoning Core up, they can teleport back to their base instantly, so "diversionary attacks" are impossible against Necrons.

  49. #149
    Besides, as soon as they get a Summoning Core up, they can teleport back to their base instantly, so "diversionary attacks" are impossible against Necrons.
    Yeah, for all the Necrons' slowness, they certainly seem to be one of the most mobile races in the game at times: teleport-to-building, NL teleporting, deep-striking, etc. are all bad news for anyone trying to divert/slow their advance. (By contrast, Tau battle suits, even with Jump packs, seem incredibly slow and unwieldy)

    I really hate mid-to-late game Necrons, after the NL acquires their 'god' abilities (cloak, solar pulse, phylactery, nightbringer, rez orb, etc.) and the flayed ones 'morale breaking' spam starts. Not only can they be anywhere, at any time, but they've got some nasty defenses/abilities that make Necrons virtually unstoppable. Not to mention wraiths and their innate speed that allows them uncap your points. Oh, and they have this Monolith thing, too. And persistant units. And crazy walk-and-shoot damage. And ... and ...

  50. #150
    ir0nside
    Guest
    The bastards!

    In all seriousness though, I'm reserving any complaints about Necrons until I've exhausted all options. I'm trying to get to a point where I can consistently beat Necrons at my skill level, as I have this nagging feeling that the ones I am beating are simply are losing due to a skill gap.

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