I might add some more tips, but right now I'm 90% finshed with the first 4 sections.
I might add some more tips, but right now I'm 90% finshed with the first 4 sections.
I've recently noticed that the benefit you get from having two or more builders work on the same gen becomes smaller and then practically nonexistent after the fourth or fifth gen, at which point building further gens with one builder squad or two or three makes no difference. At that point, it's probably better to split them up and have them build separate gens by themselves instead of trying to powerbuild one gen at a time.
Additionally, while the benefit still exists for the first few gens, it might be worth trying to build those first gens up with separate builders as well at the same time.
EVERYTHING works like that. The fastes you can ever build is with 2 builders, so a squad of biulders (scarabs grotz) will never, ever need to double up.At that point, it's probably better to split them up and have them build separate gens by themselves instead of trying to powerbuild one gen at a time.
yay! my Necron strat made it in there
thanks for working on it immortal!
You should check out Priority Vox Channel Secundus, a blog!
I'll be trying to get more replays for each BO this week.
Sometimes tiny morsels of information can turn the tide of battle :P
Missing info on some units :
- Not sure if you've missed this, but if I recall, I've once used a phased-out Wraith to decap a point. I'm gonna need to test that later though, to be safe.
- Lord Destroyer missing tidbit. When a vehicle possessed by a Lord Destroyer is destroyed, the Lord Destroyer will reanimate itself. This means you can literally possess vehicle after vehicle.
- Nightbringer missing tidbit. Any attacks done by the Nightbringer will restore his health.
Nonetheless, it's pretty well written, apart from a few typos here and there (I'm picky on typos, and Forbidden Archives needs some typo-fixing :P)
Necrons feel pretty fun to use, but I'll be damned if it takes forever to get another Plasma Generator up! I swear they take a millenium to build mid-game.
Can we add the tiers the necorn lord artifacts are available at?
Also is the nightmare shroud ever useful? As a tier 3 artifact it should be powerful?
Between the lord the pariahs and the flayed ones you might be able to cuase a lot of the enemy to break and do no damage...
I wonder if they change the way res orb works (to cap to what tomb spyders cap at) if we might take it over res orb.
NL ArtifactsNecron Lord Artifacts:
- Allows Necrons to act out of phase with the normal time flow.
- Necron units advance normally while their opponents move in slow motion.
- Allows the Necron Lord and nearby friendly units to phase out of the material universe.
- Phase shifted units are immune to all forms of damage, but cannot attack.
- Allows the Necron Lord to periodically unleash massive photon bursts.
- All infiltrated units in a large area are revealed.
- All enemy units in the area are blinded for several seconds.
- Blinded units cannot fire ranged weapons in the affected zone.
- Causes all units attacking the Necron Lord in melee to take large amounts of damage.
- Slowly charges up as the Necron Lord receives melee damage.
- Necron Lord can release a burst of energy once the Lightning Field has been charged.
- This ability is always active.
- Slowly charges up as the Necron Lord receives melee damage.
Tier 2 (After First Monilith Upgrade):
- Surrounds the Necron Lord with thousands of tiny scarabs.
- These scarabs greatly reduce the amount of ranged damage the Necron Lord takes.
- These scarabs repair the Necron Lord's body.
Tier 3 (After Second Monilith Upgrade):
- Destroyed Necron units in the Necron Lord's vicinity have a chance of returning to life.
- The Necron Lord can periodically resurrect all nearby Necron corpses.
Veil of Darkness
- Allows the Necron Lord to cloak nearby friendly units.
- Veil of Darkness often gets disabled when the Necron Lord is injured.
- Veil of Darkness is always on unless the Necron Lord is wounded.
- Friendly units near the Necron Lord become infiltrated.
- Allows the Necron Lord to strike terror into enemy units.
- Terrorized enemy units will cease attacking and run away in fear.
- Nightmare Shroud also makes the Necron Lord immune to morale damage.
On the Monolith: When Reactivated Monoliths (the ones that shoot and move) get below a certain point in their health (I belive it's around 2.7k ish), they teleport back to your base already and become the teir 3 building again. At that point you have to spend another 1k power to bring it back (it can still build units obviously though).
i tried playing necs for the first time
very fun, but they seem a tad bit too slow for my taste
I know this is a stupid question, but can you posses the Baneblade? I haven't had a chance to play the game becuase my copy hasn't arrived yet, so I'm just speculating on what vehicles can and can't be possesed.
Pretty sure you can't. You can possess any normal or elite vehicles, but not Relic-based vehicles.
So two Lemans, yes. A Baneblade.....nah.
Although Stasis DOES help prevent it from blasting your warriors into bits.
Maybe I read wrong, but I could have swore that I read that you could possess the SM Landraider. Either that or someone was posting that if it were possible, that would be pretty nasty. Oh well, you know what they say about assumptions. So how does this knew posses feature work? wouldn't that give you a higher number of elite units on your side if you keep possessing new ones? I know that's not likely, but I'd like to scare the hell out of some less experienced players.
Necron Lord Powers :
Cue Scarab, Lord, Scarab, Warrior x 4
Starting scarab cues 3 gens
1st scarab helps with Gen No. 1 then splits off to cap (cap/obelisk each point)
Lord straight to enemy to harass with warriors @ 2 reinforces each squad
1st Scarab builds Forbidden Archive after 3rd gen
One lord power (chosen to counter current enemy)
When ready -
2nd scarab builds Summoning Core
Immortal x 2
Greater summoning Core
Destroyer x 2
Save 2 lord power slots for higher tieirs.
The_$h0gun - Exactly, because the beard = the law.
Adding some info and suggested BOs.
Quick question. Does reinforcing the scarabs increase build time? Or is that strictly for durability purposes?
Reinforcing Scarabs gives more protection against being destroyed (more squad members to kill) and makes building quicker.
2 Scarabs give max build rate and if you tag-team the first gen with your first scarab you take around 8 seconds off the build time, 1 on its own builds the first gen in 48 seconds, 2 scarabs (2ndfrom HQ) build in around 38-40 seconds depending on click speed.
Adding more fuel to the fire:
Necron Warrior's build time is solely dependant on how many are currently being fielded. Hence, with multiple Monoliths, you can que up NWs and they will build at the same rate. For example, if you had 1 NW squad already and two Monoliths, you could que up a NW squad each from both Monoliths and they'd build equally fast (and at the 2nd NW squad rate). By doing this, you can overwatch NWs from both (or all three) Monoliths and you'll get your NWs much, much faster. This trick works very well if you lose all your NWs but have 3 Monoliths, since you can que up all 3 and they'll all build at the 0 NW squad rate.
I think it should be noted that Obelisks only take about 6 seconds to build with 3 Builder Scarabs on one. They cost next to nothing and build incredibly quickly. There is absolutely no reason not to build one on any point you capture, even if you're beyond the 100%/Max Inf/Veh cap.
I've had a chance to experiment with the "discharge" and found that a minimally charged discharge will knock a Slugga down to half health while a fully charged discharge will kill a Nob. I've even had MANZ go down from a fully charged discharge. I find that Phylactory is nearly a must if you go with Lightning Field because the NL will go down before the charge gets built up. If you really want to build the charge up, have a NL take on a Dread or other CC Walker. The damage he takes can easily be restored by Teleporting out and letting Phylactory do its job meanwhile your Charge on Lightning Field just went up 80% from being in melee maybe 3-4 seconds. Since the discharge can easily kill any number of Tier 1 units, the damage your NL took "paid for itself" when he just killed 2 squads of Tac Marines.
By my estimation, the Charge on Lightning Field needs roughly 300 damage to discharge at all (minimum) and maxes near 1800 damage to the NL. Early on, your NL only has 1800 so fully charging it without Phylactory is very risky, however, with Phylactory and/or getting an Engaged Monolith makes fully charging it less of a gamble. 2700 HP + Phylactory means perhaps 2 full charges in the lifespan of the NL. If you build multiple Monoliths and get them to Engaged status, you can have a NL with 4500, and 6000+ hp in the end. That's at least 2 or 3 fully charged Lightning Field discharges in the lifespan of the NL, if he's in CC most of the time.
I've yet to experiment on Vehicles or Buildings but I'll get to that later and post back my results.
Edit: After playing Skirmish a few times against the Orks, I'm beginning to believe that the charge built by Lightning Field is a 1-for-1 Damage Recieved/Damage Dealt at Discharge. I discovered this after discharging into some Shoota Boyz at minimum charge. The one Shoota that was left took roughly 200 damage and my Necron Lord had lost roughly 200, though his regen had recovered some of his HP. I also let my NL take hits from Nobs and a full Charge did not occur until my NL was around 90 HP. Since Regen has to be taken into account, I believe that the Lightning Field's full charge is actually 1800 and, at discharge, would do 1800 damage. I was unable to really test it since my NL used the discharge and killed everything in the blast.
I didn't want to make a new thread for this, but what on earth damages the nightbringer? I see it taking damage occasionaly but other than that it seems invincible.
It's more or less invincible. It doesn't do particularly good damage but is useful nontheless.
The Nightbringer can be taken out.
I have to watch my relay tonight, but my friend tried something with his chaplain and the Nightbringer became mortal and it's health tumbled to normal attacks.
But I need to watch it tonight to confirm. Anyone else seen this?
YOU CAN'T KILL DEATH!!! j/k
How long does the Nightbringer transformation last? Is the duration based on a timer or damage taken? How much health does the NL recover from the damage taken as the NB? Is it proportiante to the damgae done to him? Does melee damge in NB mode transfer to the Force Lighting Attack? (just had to call it that)
To the above posters:
I have never seen the Nightbringer take damage, ever. Depending on the health of the Necron Lord prior to the transformation, the NB will have various degrees of HP but he cannot be killed. Damage inflicted by the NB seems to be a 1-for-1 health bonus and I've seen him throw back 10-15 Orks and gain hundreds of health.
As for the Chaplain causing the NB pain, I have no idea what you're talking about. I've personally never seen it and I'm 99.99% positive there is nothing in the game that can damage the Nightbringer. If anything, Warp-based powers should be able to hurt him (since the Warp is a anathema to the C'tan), which means Chaos should have the best chance of doing him harm. However, the Nightbringer is such a unit that his power simply dwarfs even that of a Bloodthirster or Avatar and neither can scratch him.
The Nightbringer can't take damage. It only gains life.
Check your replay out, just to make sure, of course. There are always bugs!
The Nightbringer transformation lasts for two minutes if memory serves. I think the Necron Lord recovers HP one-for-one. The Nightbringer's health bar goes up as he deals damage, so if it's at full health when it turns back into the Necron Lord, the Lord will be at full health (whether that's 1800, 2700, 4050, or 6075). I don't think Lightning Field charges up while the Necron Lord is transformed into the Essence of the Nightbringer. None of the Necron Lord's other abilities are functional, so I'm assuming that the Nightbringer doesn't "count" as the Necron Lord as far as damage received is concerned.
The only valid strategy found so far that is effective against the Nightbringer is to use the Assault Terminators and stun it. It won't kill it, but it's prevented from causing damage to your forces and gaining health because of it.
Does it gain health when damaged or when delivering damage?
It does it when delivering damage.
So it's more useful to have him strike things like buildings if you want to gain health because they don't run away.
And to those interested: whatever Lightning Field charge you have is erased when you turn the NL into the Nightbringer. So, moral of the story, use it before hitting Essence.
I ran some tests on Blood River, which has lots of strat points nearby. I wanted to see some build times and efficiencies.
Scarabs take: 0:18
Scarabs cap: 40 (regardless of number)
Scarabs build Obelisks: 0:25/0:20/0:17 (1/2/3 builders. Approximately, depends on how quickly they line up.)
Necron Lord builds: 1:00/0:54/0:48/0:42 so 6 seconds faster for each Obelisk
The FIRST Necron Warrior builds: 0:30/0:27/0:24/0:21 (so 3 seconds faster for each Obelisk, but they also slow down with each subsequent NW squad)
So what this kind of tells me is if you are going for fast Lord, it is always best to build him first. Scarab building, capping, creating Obelisk is more than the time it takes to build the Lord solo.
Great guide my friend, I think it will really help me in my conquest :P
(Im a 1300 Chaos player and trying to convert to Necron, as I love how they play and I think its so much more fun only having to worry about one resource )
But yea, I hope this gets moved to the best of
Thanks for the replies, Though I think I may have to remove the new quote seciton due to me not being able to find anyone to quote!
Wow this is reallly useful thanks alot!
I vote we sticky this in the Tactica, its way too helpful for the new guys to have to look around for it.
Wow, this IS an awesome guide. How come I've never seen an eldar version of this?
Great guide !!! I've just started playing necrons and this is a good start for beginners necrons.
Just a hint with the res orb, it can bring the inf cap to more than max, and it seems to be able to resurrect up to 10 units, even if more corpses are present in the area.
Probably not a situation that can occur during a 1v1 but worth mentioning anyway: You can stop an enemy decapping an SP (and more significantly, a critical location) with the nightmare shroud.
Always code as if the person who ends up maintaining your code is a violent psychopath who knows where you live.
Wow! Thanks for the positive comments! Nice tip Ifitmovesnukeit.
I currently havent been playing enough to feed you a bunch of replays, but I'm still working on it. Still feel free to suggest BOs, and I'll add good ones to the section.
For all you Heavy Metal fans....
DEATH, DEATH, DEATH TO ALL WHO OPPOSE US!!!!
Does anybody know what the detection radius for the Builder Scarabs and the Wraiths is?
I've been trying to get into Necrons (been playing chaos since DoW first came out) but I find their terribly slow speed contrary to my lust for blood (it's never satiated!) On the other hand, I love the unstoppable, inevitable march of mecha undead deal they have going on. As for the radius on scarabs / wraiths I'll have to test but from what I've seen it's fairly large, almost a screen width? enough to cover pretty much an entire skirmish with one detector, maybe two if you have them hanging on the edges of the engagement for safety?
Added another subbmited BO. Thanks Mad_Mushroom.
but late game you can get up to 35 inf cap by building full NW, then queueing up 3 flayed one (or whatever you like) squads (if you have multiple monoliths) then deleting your NWs, waiting for the cap to refill, then Res Orb the deleted NWs. You can even let them heal up before engaging for max silliness, if you have a standoff game going.
Don't quote me on this but the whole "Delete your NWs, max your Inf cap and then Res Orb" trick will probably get sorted out by the Devs in a patch or two from now. I see this as an exploit that will be fixed in the future.
It's fun to use while it lasts but I don't think we should be relying on a trick no other race can even come close to mimicking.
Although on a similar note, when using Tomb Spiders, I've been able to go 4 above the squad cap of 20. I was able to get 8 full squads of NWs. If you use the exploit, tomb spiders could theoretically spawn all the NWs you need. Kinda cheap and lame but useful for the time being.
bsufoof i think going over a cap is not a bug
Going over cap isn't a bug, but probably the "del" key leaving Res-Orbable debris is.
Technically the IG can simulate almost twice their infantry pop cap worth of firepower with an execute here and there.Originally Posted by BSUFooF
Yes, but execute is neither permanent (at least untill they die) or HP-boosting.
Dont think going over pop cap as Necrons is a bug as there IS a cap, I have never hit it but I believe its 35, if it was a bug the code to max the pop at 35 wouldnt exist and you could get unlimeted amounts of troops.
What I think is an "oversight" not a bug is being able to hit delete and the bodys persist.
Aye, I ne'er said going above the cap was the bug. I figure that if you "delete" your own guys, they will not leave the mostly permanent corpses around. If that is fixed, then the exploit I was talking about will be shelved.
What really gets me is using free Necron Warriors and Tomb Spiders to make virtually free Flayed Ones and Immortals. Considering that you get 3 free Necron warriors, you can reinforce once (35 power) and get Flayed Ones or twice (70 power) for Immortals, saving you 85 and 50 power respectively (and if you have lots of obelisks, reinforce times for NWs is quick, so you save a ton of time too). All of this is due to the "delete" exploit.
If the Devs fix that, I don't believe Necrons will be as OP as some like to believe.
I think if you delete your warrior that should "phase out", aka dissappear back to whatever planet they came from
(and thus leaving no bodies)
Quick T2 BO(3.07)
HQ Que 2*scarab 2*NW.
1st scarab build gen, build 3rd gen, cap point.
2nd scarab help build first gen, build second gen, build summon core.
3rd scarab help with second gen till second scarab reinforces to two then build turret, cap point.
Ok so just after the 2 min mark you will have 1 turret 2 NW squads and be floating almost 300 power. After shelling out the 300 on AM you really want a fourth gen and a few obelisk then reinforcing the NW a bit + march. You can always port back if you hit trouble
From here you can boost econ, upgrade NW or more probably... get some immortals as this BO is aimed squarley at some quick AV V those SM LS's:o
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