I hope that some of these tactics will prove useful.

Wednesday, March 17, 2010

Necrons: Capture and Control

So next in our lineup for missions is what I like to call the Drawmaster: Capture and Control. I say this because there are only two objectives for this mission, one in each deployment zone. Basically, I have my objective and will defend it with everything I've got, and you've got your objective and will probably do the same. However, Necrons do have a few tricks that can steal a win in this sort of game.

The most obvious tactic is to try just shooting your opponent off of their own objective. It's not terribly sophisticated, but hey, he can't control his objective if he doesn't have any troops, right? The problem with this is that it'll put your opponent into draw-seeking mode, where he'll rush forward with his non-troops (vehicles are particularly effective in this against Necrons) so that he can contest your objective. As I said before, it's very hard for Necrons to stop enemy vehicles from doing this unless you're packing a Lord with a Warscythe or, even better, the Deceiver. If he wants to sit that Land Raider on the objective, that's fine. It means that we don't need to roll to hit in close combat with it.

If you're bringing a Monolith along for the ride, take an especially long look at your opponent's list. If he doesn't have anything that can actually destroy it, in close combat or otherwise (Eldar lists without a Wraithlord or Wraithguard are prime examples of this), this battle could become really easy for you. So easy, in fact, that only one objective will ever need to be focused on. Deep Strike your Monolith near the enemy's objective, and steadily move towards it until you're standing on it. If he can't destroy it outright, there's no way for him to get it off of there, so he'll need to focus all of his efforts on getting your objective. You can plan for this before the game even starts, but your opponent may not, leaving several units awkwardly out of position. If things get too rough on your side of the board, try to move your Warriors close enough to teleport to that Monolith and steal his objective right from under his nose.

Naturally, you'll also need to worry about your opponent going after Phase Out, but that's essentially the same as in Seize Ground, so I won't go over the details (read my last post).

Sorry this is a bit short, but there's really not a whole lot to say that's unique about Capture and Control (it's also my least favorite game type). Many of the strategies from Seize Ground still apply, so look over those again but apply them to the two-objective scenario instead of 3-5.

Next week, rather than going over Kill Points, I'll give you guys a rundown of the team-tournament I'll be going to on Saturday. It's 1000 points per player, with 1 HQ and 1 Troop minimums and each team shares a FOC. I'll be using my Necrons with an Eldar player who likes her jetbikes. Just because the idea of having 2 T8 monsters on the board at once seems fairly nasty, she'll be bringing one Wraithlord along for the ride. My list will probably be as follows:

Deceiver
10 Necron Warriors
10 Necron Immortals
Monolith

Simple, but has the potential to be brutally effective when combined with some Jetbike scoring units and other vehicular support. I'll let you all know how it goes next week!

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