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[DC 1.2] Harvest The Souls of the Living: Necrons Tutorial. Finished for 1.2!!!!

  1. #1

    Necrons [DC 1.2] Harvest The Souls of the Living: Necrons Tutorial. Finished for 1.2!!!!

    Harvest the souls of the Warhammer 40 000 galaxy!
    Dark Crusade Necrons Tutorial.

    Awoken from your 60 million year slumber, you find the galaxy you had long ago ravaged infested with the souls of the living. Now, your star gods, the C'tan have chosen you to once again harvest the souls of the galaxy in an unstoppable genocide. Your methods are fearsome, without remorse. You have no mercy for the living, and will behold terrifying and unholy powers against your foes. You are the necrons, and there is no death for you. Go fourth, and purge the galaxy of the living scum!

    The patch HAS ARRIVED!
    I'll be updating this again for the new patch to help the poor souls still clinging to the abusive necron of the past; woot(!), necrons finnaly take some degree of skill to play! You will still be yelled at, people will still scream imba, and chances are they are right, but at least keep in mind, its not as bad as it was last patch!

    Updated for 1.2 so far:
    Units list.
    Building list.
    Strategy walkthrough.
    Micro/macro management tips.
    Anti-Racial tips.


    Contents:
    1) Units list.
    2) Building list.
    3) Strategy walkthrough.
    4) Micro/macro management tips.
    5) Anti-Racial tips.
    6) Replays & Build Orders.


    Units List



    Buildings List



    Strategy



    Tips



    Anti-Racial tips



    Replays & BOs

    Last edited by ImmortalChaos; 20th Jun 07 at 2:06 AM. Reason: Adding new stuuuuuuufffff!

  2. #2
    InReverie
    Guest
    Awesome job dude. I didn't know you could cloak the Lith with the NL's Veil ability. I'll have to use that.

  3. #3
    Nannoth
    Guest
    Nice one Immortal Chaos. Couple of things though: it's phylactery not psycalitry or whatever. And 6*20=120.

  4. #4
    Bad spelling on my part!

    EDIT: Fixed the spelling, where did I multiply wrong?

  5. #5
    Nannoth
    Guest
    In the Obelisk part, unless you truly need six for 100%, five should suffice.

  6. #6
    Oh, you need 5 for 100%, but you need 6 for your vehicle cap to be full.

  7. #7
    Uniema
    Guest
    Great Job!

    I would just ask you to add in information about differant artifacts there are and in what situation you could see yourself useing them.

    I havent played the game enough but I love the phy/ResOrb/VielofDarkness but i have no idea how to use the other ones.

    Maybe even add in some "important" hotkeys to remember... like teleporter on your NecroLord.

  8. #8
    Adding new info as I go, and working on some replays.
    EDIT:
    Added info about NL artifacts.
    Added a build order. More to come soon.
    Last edited by ImmortalChaos; 16th Oct 06 at 7:04 PM.

  9. #9
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    Great job! Nice to see you beat me to it. I hope your thread gets stickied in the "Best of" forum.

    Please correct/add the following:

    Necron Warriors take longer to build for each successive squad. The first is actually fairly quick, even at 1%.

    Something about the Wraith's "Phase Out" invulnerability ability that it acquires at T2 (also might want to say that you can repair Wraiths with the Builder Scarabs). It's great for drawing fire or getting into close-combat range of shooty infantry.

    Oh, and don't forget to tell people that Wraiths can detect infiltrators and decap (but not recap) Strategic Points, Relics, and Critical Points.

    Something about the insane building damage that Flayed Ones do. Might also want to add that they have crappy morale themselves and that they can teleport like Warriors do - after they deepstrike from the Monolith, however, it takes a while for that timer to charge back up. A favourite tactic is to build a squad of Flayed Ones, reinforce to 8, and then put them back into the Monolith at full strength for deepstriking into the enemy base (or behind their infantry line, to sandwich the enemy).

    Something about the insane building damage that Immortals do (and add the fact that they walk faster than Necron Warriors).

    Something about Pariahs reinforcing insanely fast, and having a very effective disruption attack in close combat (which tends to make enemy squads actually survive longer).

    Attack Scarabs cost 25 to reinforce, and take 2 seconds per "base".

    Heavy Destroyers have a very long-ranged weapon and do quite a bit of damage to even heavy infantry. Their rate of fire is exactly half as often as a Destroyer, and they seem to be less accurate (but do more than twice the damage per shot, that I can tell).

    The Nightbringer's melee damage actually isn't that great, all things considered. He's still a fantastic distraction and, as you mentioned, a good way to keep the Necron Lord alive.

    Monoliths and Plasma Generators give +10 power, each. The Thermo Plasma Generator gives +30 power and a +100-something injection when it's completed.

    Might also want to mention that the first Obelisk upgrade gives you Wailing Terror, an ability which can instakill a squad of unupgraded Guard or Sluggas and seriously wound and disrupt other infantry.

    Technically, Tier 1 is the Awakened Monolith, not the Forbidden Archive.
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  10. #10
    Thanks for the info, adding it now.

    EDIT: Feel free to post your own Build Orders please; I will add the good ones to the list.
    Last edited by ImmortalChaos; 16th Oct 06 at 7:34 PM.

  11. #11
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    Did I actually say Tier 1 is the Awakened Monolith? That's Tier 2, and Tier 3 is the Engaged Monolith. Can't believe I did that...

    Still the Forbidden Archive is more like an accessory building than an essential one such as the Soul Shrine or Pile O' Gunz.

  12. #12
    Yeah. Cloaked Monolith seems pretty imba for a guy who forgot to bring detectors. Ouch.

  13. Dawn of War Senior Member  #13
    As imagined by Octopus Rex... Troubleshooter's Avatar
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    Not bad Immortal!

    Heres a BO I tested out last night... try it on for size and see if its "worthy"

    From HQ. : Scarab, Scarab, Warrior, Scarab, [NL, Scarab], [NL, warrior]
    First scarab : Gen -> Waypoint to Nearest SP -> Obilisk.
    Second Scarab : Gen -> Waypoint to 2nd Nearest SP -> Obilisk.
    Warriors on covering duty.
    NL on covering duty.
    3rd Scarab Turret.
    4th Scarab 2nd monolith or generator till you have energy for 2nd Monolith
    Overwatch Warriors from monoliths and uber spend on gens for rapid tech. Hammer out Summoning cores, forward turrets and upgrades... but try not to spend any req on warriors, and be sure not to let your NL die in enemy territory so that he can be res-d safely... always res him as soon as he dies.

    Not sure how slow this start is vs. a competent rush... but I think that the early warriors and turret should cover you till the NL is out, and then with some defensive play and adaptation you should be about to afford what ever the situation warrents. If they dont rush/harrass you, your econ will quickly snowball since you are not spending any req on troops other than the NL and you can gen spam + upgrade with impunity... and while one monolith is upgrading, the other is still pumping out free or cheap units.
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  14. #14
    IMO, trying to take extreme advantage of necron warriors costing 0 pow start with is a bad idea. Not only does each progessive squad take longer to build, the small squads of 3 are easily picked off, and your ability to reinforce any assault/defence drops tremendously, especailly because they are really slow and will take forever to walk across the map.

    They are only 35 to reinforce anyways.

    However, your build does fend off light to heavy harassment and some lighter rushes (and possibly because you're so popular), so I'll add it!

  15. #15
    P Dandy
    Guest
    Nice guide! One thing I did not know was that Necron Warriors don't get a fire on the move penalty. I would have never known.

  16. #16
    Vampyre
    Guest
    I haven't tested this much vs humans yet, but my BO is this:

    4 scarabs (they build quite fast, and allow me to cap all five LP's for 100% buildspeed quickly)
    Overwatch Warriors (saving energy for other uses by making free troops. Because Obelisks will be going up faster than warriors can be made, I don't need to worry about it stopping or it limiting my growth)
    All scarabs build Obelisks immediately after point capture
    Scarab at point in most defensive position (furthest from entrances) builds first generator next to OB there.
    Second scarab completed builds Summoning core (for summoning warrior teleport, necron warrior upgrade, teching, increased build area in base)
    All other scarabs build generators as energy becomes available. upgrade obelisks and build turrets as necessary (but only if necessary). Hopefully cap a relic.

    After four squads of necron warriors are made (none reinforced), if energy is available que necron lord (cancel necron warrior currently in que but leave on overwatch).

    When energy becomes available, first necron warrior upgrade from summoning core.

    When energy income is 70 or 80, set warrior squads on overwatch for reinforcement to get to 8, send out to harass (if not already engaged).

    Then, as energy becomes available, tech monolith, make flayers or immortals as needed, research generator upgrade (a MUST) for 400.

    A black library and greater summoning core as necessary, continue teching and keeping energy production growing, utilize resurrection orb and possibly tomb spiders, etc.

    I think it's most important to get buildspeed up as soon as possible. I base this on the assumption that generators build faster with faster buildspeed, which means getting your economy jumpstarted faster. You should have more than enough energy for all of this such that the only time you're really waiting to do something is when reinforcing the warriors eats away at your reserve, or if you have to upgrade your obelisks to wailing doom or LP3 gun/build turrets.

    Would building a generator sooner than capping all 5/6 points be a better alternative? Maybe buildspeed doesn't affect building construction and just affects units? I don't know.

  17. #17
    I think any kind of light harass to rush will catch you with your pants down with that build, however it could work on very large maps or if you have a lot of ally support. I'll try it out later today to see how well it runs when you have a lot of elbow room.

  18. Dawn of War Senior Member  #18
    As imagined by Octopus Rex... Troubleshooter's Avatar
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    Oh, here is a tip that I think is a MUST for necrons:

    Always have your monolith overwatching warriors. They are free, if you dont want them you can cancel their build and switch to another unit/upgrade you do want, and if you run out of pop cap (or sense that you will need to free some up) you can send them off to die or just delete them.

    Free is Free... so rather than have your Monolith sit Idle, have it overwatch warriors.


    Unless - - - - -
    You said that each new warrior unit takes progressivly longer to build? Is that true? Unless that time tax affects other units too, I dont think it affects the overall issue of keeping your monolith from being idle.

  19. #19
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    That's pretty similar to the 'Standard Necron Economy-based start" that ImmortalChaos lists in the Build Orders section...

    I'm thinking there's a build speed bonus for two Builder Scarabs but not for any more than two - it might be better to have the first Builder Scarab queue two generators and have the second Builder Scarab cap points right away, as it's not going to have more than one member for a while and the first Scarab gets the bonus. The way I see it, you're wasting the extra-builder bonus by sending those first guys to cap points. Perhaps even capping a point first, building an Obelisk, and then a Plasma Generator for the first or second Scarabs?

    I'm going to try out an even earlier second Monolith build...probably a failure! :P

  20. #20
    They definately take longer to build as you get more. By the time you have 3, trying to get a 4th is will probably take longer than your HQ upgrade.

    It does not, however, tax any other units. I still recomend 4 as a max, because going above that means that your monolith will always be tied up making units that take foorrreeeevveeerrr, you could be teching up or paying money for units that will actually build in the next century...

    EDIT: On the topic of build orders, I will try to add a tech based build, a wraith support build, and a necron lord harass build ASAP.

  21. #21
    Member Dark_Avenger's Avatar
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    also one thing i have noticed is when necrons capture SPs, they dont get any speed bonus untill they build an obilisk on it, so instead of queing to cap all points, you must cap, then build obilisk, then cap another point

    plus crititcal locations dont add to speed which is dumb

  22. #22
    Member Carl's Avatar
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    because going above that means that your monolith will always be tied up making units that take foorrreeeevveeerrr, you could be teching up or paying money for units that will actually build in the next century...
    Not really, if you want to build somthing other than warriors, you just add it to the queue, then cancel the warrior squad that is currently building. it slows other squads by perhaps a second, or 2 seconds if your slow at clicking.
    I don't know what i'm talking about, ignore me.

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  23. #23
    Yes, but the point is, that necron unit will have its production time restarted after you do that, and it ends up being unnesisary macro because you will have to reset it every single time you want to build a unit.

  24. #24
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    By the fourth Necron Warrior squad things get painfully slow even at 80%-100% speed. I haven't labbed out the actual build times to see how much slower each squad is or how much build speed increases first, second, third, etc. squads.

    It does not appear to affect Immortal or Flayed Ones build speed, at least. Since those squads cost actual power to build, they are not affected by increased build times even if you have several of each squad running around.

    The same goes for Plasma Generators - I just ran a test and by the 20th Plasma Generator it was taking 1 second for EACH of the 1600HP...that's almost half an hour! I don't know how long the 30th would take but I'm afraid I would get hemorrhoids sitting there building them.

    Overwatching Warriors does work, and it's not a bad idea if you go early second Monolith - especially if the bulk of your force happens to not be Necron Warriors but rather Wraiths, Flayed Ones and Immortals (I can't imagine that would be an easy force to micromanage!).

  25. #25
    I don't think going for a second monolith is viable untill really late in the game, but if you can come up with a BO and replay for it, I might put it in the master list!

  26. #26
    Peppe
    Guest
    What do relics do for this side? Anything limited without a relic?

  27. #27
    You need the relic for the fully activated monolith. I will add that to it's description now!

  28. #28
    Quote Originally Posted by dreddnott
    The same goes for Plasma Generators - I just ran a test and by the 20th Plasma Generator it was taking 1 second for EACH of the 1600HP...that's almost half an hour! I don't know how long the 30th would take but I'm afraid I would get hemorrhoids sitting there building them.
    The cost also keeps going up, but it's probably nowhere near as significant as the build time.

  29. #29
    That part is obvious, and both are in the generator section!

    EDIT: Adding more BOs now!
    Last edited by ImmortalChaos; 17th Oct 06 at 5:56 PM.

  30. #30
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    By the time you have 20 generators, paying 400 for the 21st isn't exactly going to hurt you!

    Oh yes, found something out about Flayed Ones: their teleport timer is the same as the Necron Warriors', but the timer doesn't get drained when you deepstrike from the Monolith! You could drop 5 squads of 8 Flayed Ones into an enemy base and then pop out back to your base the instant you wiped out his HQ and Barracks, for instance. Then, back into the Monolith after reinforcing to full strength, and back out against another target.

  31. #31
    Flayed ones actually have less damage and health than upgraded warriors.

  32. #32
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    Yeah, their health remains at a constant 700 throughout the game. Warriors upgrade from 530 to 715 to 1145 health...does it affect their melee damage as well as ranged?

  33. #33
    KingDeaN
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    As far as I can tell Necron Warriors build slower as you build more, but if they all die it goes fast again and slowly gets slower

    I suppose what I'm saying is that NW built time seems to be dependant on the number of NW on the field at the time of building

  34. #34
    As far as I can tell Necron Warriors build slower as you build more, but if they all die it goes fast again and slowly gets slower

    I suppose what I'm saying is that NW built time seems to be dependant on the number of NW on the field at the time of building
    Read the thread, this has been confirmed several times.
    Last edited by ImmortalChaos; 18th Oct 06 at 2:44 PM.

  35. #35
    DukeRustfield
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    In the tooltips at least, NW melee dmg doesn't increase with upgrades, but their ranged dmg does by about 1/3rd each time.


    As far as build times, it also applies to gen cost as we all know. The first is free, then 40/60/80/etc. If I see some army rampaging through my base I'll just wait before rebuilding gens at an alternate location. Because if I start before they destroy them, it might cost 160, but if I wait 20 seconds, it will be free.

    My new anti-rush BO (vs. SM/Chaos/Tau):
    -First scarab starts turret near enough to cover HQ/back of HQ/and hopefully nearby LP.
    -Queue 2 (or 3) scarabs then Lord then 3 warriors
    -After turret go to strat point
    -1st scarab starts building gens
    -Scarabs alternate gens/LP's depending on map

    When Lord is out go harrass. Leave warriors at home unreinforced. Try and take out some buildings that are being built.

  36. #36
    Fallrider
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    Sweet, Necrons are going to pwn!

  37. #37
    Member Carl's Avatar
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    The Warrior Upgrades DO NOT affect Melee damage (straight from the RGD's). They both upgrade ranged damage by 35%, max range by +4, and health by 35% for the first upgrade, and 60% for the second upgrade. They ressurect 25% of the time, (without a res orb), and come back with 50% health.

    Flayed ones ressurect 50% of the time and also come back with 50% health.

    Wraiths Ressurect 25% of the time, and come back with 50% health.

    Builder scarabs ressurect with 50% health too, but without a res orb they have 0% chance of coming back. A res orb adds 25% to the res chances in a radius of 25, (the build areas around an LP is 20 BTW).

  38. #38
    DukeRustfield
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    Good info.

  39. #39
    Member Carl's Avatar
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    Thanks.

  40. #40
    Thanks a million for the info! I will add it to the unit stats.

  41. #41
    SCtenth
    Guest

    My new anti-rush BO (vs. SM/Chaos/Tau):
    -First scarab starts turret near enough to cover HQ/back of HQ/and hopefully nearby LP.
    -Queue 2 (or 3) scarabs then Lord then 3 warriors
    -After turret go to strat point
    -1st scarab starts building gens
    -Scarabs alternate gens/LP's depending on map

    When Lord is out go harrass. Leave warriors at home unreinforced. Try and take out some buildings that are being built.
    Hey Duke. Try this variation out sometime as well. I think you'll like it. I probably should have saved a replay where I used it but forgot to :\.

    Basically the same as that, but only get 2 necron warrior squads and reinforce them to max. And only 2 scarab squads from the mono. Get your summoning core up after 4 gens or so. 5 before going T2 is all you need for this. Don't get the archives and upgrade your lord just yet.

    Tech up asap, get the necron warrior upgrade while teching OR upgrade your lord. Your choice there. Or maybe you can't get the first warrior upgrade until you've teched, if so then upgrade the lord. My head is fuzzy right now .

    Then get 2 squads of flayed ones once you tech. Should be able to build them back to back pretty much. And have the money to overwatch them to full. Could pop a wraith if you need anticloak or something. Seems to be a bit more effective for me than a 3 NW build. 2 squads of upgraded warriors do about as well as 3 unupgraded and you get flayed ones waaaaaaaay sooner due to not waiting on that 3rd squad of warriors. That third squad really takes awhile unless you have 5 obelisks up.

    But essentially, you have 2 full squads of NWs earlier on (upgraded eventually), which seem to outperform 3 unreinforced squads or 3 squads trying to reinforce. It's very hard to kill off a full squad once they're enforced to maximum if you overwatch them. Plus the upgrade only makes it stronger. 3 smaller squads seem to get killed faster in my experience. And you get 2 squads of reinforced flayed ones out in good time.

  42. #42
    Added first example replay for my warrior tech. Adding more soon as I play nice example games with them!

  43. #43
    Reckert
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    Necrons Thanks

    Awesome job ImmortalChaos, you have here a detailed manual for using Necros in this game, I've learned a lot!

    I hope this thread gets stickied in the Tactica Imperialis once they add the new DC races to it.

    :thumb:
    Last edited by Reckert; 19th Oct 06 at 12:16 AM. Reason: oops spelling

  44. #44
    Thanks! I will try to add some BOs used by high ranking players soon, and more replays.

  45. #45
    InReverie
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    Well, here's a small strat for base assault. This has worked against me 3 out of 3 times in 3v3 matches last evening. I was able to singlehandedly destroy the entire opposing team, whether or not they had forces back to defend their bases. Chaos, SM, Tau, and Eldar players alike. Late Tiers only.

    Okay, so in later tiers, Flayed Ones are essentially useless against any form of massed infantry. You want to make your investments in NWs as far as core soldiers go, as well as their upgrades at the Summoning Core. 3 fully reinforced squads do the trick, even though they're really on for soaking up enemy fire.

    Research Phylactery, Solar Pulse, and Veil of Darkness at Library. Make sure you have Nightbringer as well to equip your Lord with. Ignore the Resurrection Orb, seeing how it doesn't do much good when you're going to be constantly under fire.

    Get all your Tomb Spyders ASAP. I've realized that these are quite possibly the most underrated of all Cron units. You'll see why later.

    Also, get a Lith up and running, and max the rest of your infantry cap out on Pariahs and Immortals. MAKE SURE YOU HAVE PARIAHS. They are invaluable for base assaults.

    Once you have your army set and ready, and a Lith out (have at least one other all ready to be activated), use your Necron Lord to head slowly through the map. This really only works well on teamplay because this requires having to progress slowly through the map. Go to a location with your Necron Lord and any units that CANNOT summon to the Monolith. Once they are there (and cloaked because of the veil), warp your Monolith there and summon the rest of your troops. Only summon once because it takes a long time to recharge and you want to be able to send your Warriors back if you get blindsided.

    From there on, progress EXTREMELY slowly across the map, making sure to travel at the same pace as your Lith. Once it's teleport is recharged, run ahead with your troops and then warp the Lith to them. Have your teammates harass and try their best to draw the enemy armies out of their bases without committing their entire force away from their base.

    Once you're at the enemy's front door, send in Tomb Spyders, Necron Warriors, and Pariahs. Have the Pariahs run from unit to unit, tying up their infantry and slashing each unit a few times to reduce their health. Keep your Pariahs alive and have reinforcements on overwatch constantly. They reinforce quick so they are extremely hard to kill.

    Spawn one squad of attack scarabs from a Tomb Spyder and have it wait begind the spider and reinforce. Because this Spyder will be wounded from spawning the scarabs, have it collect the bodies of your Warriors. DON'T SPAWN ANY. Remember, the Warriors are more of a meat shield here than an actual assault force. Just keep them shooting. If playing Tau, use your Pariahs and Spyders to tie up the FWs and your Necron Warriors will be able to cause some serious ranged damage. Once you have started disrupting the enemy base, warp in your Monolith right next to their HQ and start pounding away on it.

    The enemy infantry will likely be massed, so warp your Necron Lord right in the middle of them, cast a Solar Pulse and then transform into the Nightbringer. Mass chaos results, especially if you bring in your Pariahs to mop up.

    Once your monolith is in the assault, you have likely lost your Warrior squads. THIS IS OKAY!!! Start building Wraiths ASAP with your Lith. Most of the time, Wraiths are not used well because of their extreme fragility. However, with a Nightbringer and Monolith drawing most of their fire, they won't notice the Wraiths, who will decimate both Commanders and Infantry squads alike in a matter of seconds. Srsly.

    You know that squad of attack scarabs you spawned from a Spyder a while ago? Well, they're reinforced fully by now, and they do absolutely wicked building damage. Set them to work on whatever suits your fancy, even if it's far away from your main force. Because of the size of the Scarabs, nobody notices them. This makes them absolutely wonderful opportunistic building killers. They will take out a Barracks before the enemy has time to react, and by then they will have noticed the fact that you're decimating their teammates, leaving them prone to a omgwtfmybaseisdead sorta thing.

    Constantly spawn Wraiths and Spyders from your attacking Monolith. Have the Monolith attack any vehicles, turrets, or buildings within its range. Use Generator explosions to your advantage; destroy a generator near where enemy troops are massed and watch entire squads perish. Don't focus your fire on infantry directly; the Monolith does pretty poor damage to them, and your Pariahs and Spyders will work wonders against them, also tying them up to prevent them shooting at your Lith. If a God unit approaches, hit them with attack Scarabs and Pariahs, who will really do extremely well against them, and allow your Lith to work on them as well.

    Wash, Rinse, Repeat.

    I ended up killing 3 bases, 2 defended, with a Monolith, Pariah squad, 2 Immortals, 3 Tomb Spyders with their scarabs, 2 Wraiths and a Necron Lord. 3 NW squads were used to soak up damage before my NL and Lith got to the enemy base, and they died under mobbed infantry fire before they could do much damage.

    The trick of this is having good micro on your Monolith, Necron Lord, Tomb Spyders, and Pariahs. It's also all about getting into your enemy's head. If you have a Nightbringer and Monolith pounding away at your base, you're not going to notice the three tiny little wraiths come in and decimate your entire infantry. Think about what your enemy is probably thinking, and you'll be able to adapt and devise on-the-spot strategies that will work wonders.

    Now I need to come up with a base defense plan that is equally effective.

  46. #46
    More replays added. I must explain that this tutorial leans toward standard games with highly competitive players and automatch.

  47. #47
    There's new tip for Flayed ones: re-deep striking.

    I forget who mentioned this first, but you can quickly deep strike flayed ones twice.

    You deep striked flayed ones and found out you put them wrong location/need to move to other side of the map... then.

    1. Summon your flayed ones near Monolith.
    2. Put them inside of Monolith.
    3. After a very, very short recharge, you can deep strike them again.

    Hardly being as tip, but many people forget that they can use both summon (or teleport) and deep strike ability to make them faster.

    One more thing : damaged Monolith is unable to teleport.
    Who knows......

  48. #48
    Torne
    Guest
    You might want to address the resurection orb a bit more...it's a -nasty- artifact and should never be underestimated. One could easily throw a few squads of NW and a NL to a position, have them die, rebuild an army, spawn the lord again, pop the orb and -wham-, instant 2-front army. The recovery options the orb gives you are enormous.

  49. #49
    Jay_Davis
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    One more note, by late game it's usually good to have a second monolith built. Use that one to build Spyders because where they appear has nothing to do with were they are built.

  50. #50
    Verve
    Guest
    wow, this is really good, lots of good bo's. Thanks immortal, WE LOVE YOU

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