Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!

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Necron tactics (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Strategy Discussion : Necron tactics) Locked
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Mar 27 2013 Anchor

In this thread, we discuss our preferred tactics when using the soulless horrors of the Necrons

A short introduction:

Necrons

“That man is beset at all quarters by traitors, mutants and fiends is
self-evident. But in truth none of these evils shall be our undoing. When the
end comes it will be not at the hand of any mortal being of this or any other
realm: death will come at the hands of the ancients, those who determined our
fate aeons before we stood erect upon the holy ground of Terra and gazed up
into the starry night.” – Second book of Admonitions.


The necrons are a faction of soulless killing machines, husks of a once highly technologically advanced people. Now they exist only to cleanse the galaxy of filthy aliens, particularly against their ancient nemeses the Eldar against whom they battled aeons ago.

Traditionally, this faction has been a slow starter but a devastating game ender. This is especially true in UA. When fighting the Necrons, you must defeat them soon or you won’t defeat them at all!

The first and most immediately noticeable change to this faction is their starting building. The necrons now start with a large Super generator and must construct their first monolith. The super generator produces scarabs – of both the builder and attack variety. It also contains the last tier of research, tier V – Rise of the Machines.

Power generators are now quicker to construct in general, however do not produce as much power per unit. Builder scarabs may also have 5 members per squad, accelerating the process somewhat. They remain the only unit that can capture points.

Forbidden archive artefacts are no longer limited, and thus the Necron lord can become immensely powerful by the end of the game, however tiers of research are required to access the more potent abilities. One extra ability has been added, that deals great area of effect damage and is excellent for disrupting infantry and vehicles alike!

The Destroyer Lord now also benefits from forbidden archive research, but only one Destroyer Lord may be purchased. Thus the Necrons now have a primary and secondary commander.

Powerful new units have been added, to further compliment the later tiers. The only problem lies in getting that far; once the Necrons have gained momentum, there is little stopping them.

These include 3 titan units: The Gauss Pylon, the Doomsday Monolith, and the Aeonic Orb. The Gauss Pylon is a stationary structure that can be teleported anywhere and is capable of dealing immense damage to all units once primed. It is relied upon for bringing down enemy Titans.

The doomsday Monolith is the true reliable Titan of the Necrons and is a slow moving fortress with firepower that makes the Restored Monolith pale in comparison. It’s firepower may be supplemented by an honour guard of siege monoliths, and can utilise different abilities based on Forbidden Archive research.

Finally there is the Aeonic orb: a star that has been pressurised and confined into a fragile container by Necron technology, capable of utterly destroying all in it’s way. The only caveat is it’s low armour, and an Aeonic orb destroyed in the wrong place can turn a winning battle into an explosive catastrophe.

Late tier abilities also greatly supplement the Necrons armies of death: beacons similar to those deployed in the Dark Crusade on Kronus may be contructed, applying effects such as invisibility and resurrection upon nearby forces.

The superweapon of this army is a gauss annihilator that sterilises an area of impurities with an impressive surge of power, rendering it clean from organic filth.

The Necrons have risen, and it will take more than ever to force them back down again!

Mar 27 2013 Anchor

In 1.71, Necrons can build unlimited Sterilization Obelisks which hence in terms make you have unlimited relic units and titans.

1.72 doesn't.

Main HQ building, the thermo in a giant radius, protect it at all costs!

Overmass many, many generators, and build turrets with almost no cost.

Necron Warrior spam.

Necron Lord and Destroyer Lord are the best commanders in the game, except some... like the Hive Tyrant, Chapter Master/Terminator Force Commander, and the Grey Knight Hero.

Mar 28 2013 Anchor

I'd be interested to see what strategies people have developed for Necron early-game, this being a rather difficult process against some of the more aggressive races.

Personally, I like to keep the scarabs on overwatch, and send one of my first squads out near the enemy base. First gauss turret is free, so some sneaky clever placement can go a long way. I pick a particular location near the enemy base (say, a strategic point), place the turret there, and focus my troops to take that point ASAP. That way as soon as the summoning core is finished, I can teleport troops rather close to the enemy base so as to counterattack. Because if the enemy knows what they're doing, they'll have launched assaults at my HQ by now.

What about you guys?

Mar 29 2013 Anchor

Jazz-Sandwich wrote: I'd be interested to see what strategies people have developed for Necron early-game, this being a rather difficult process against some of the more aggressive races.

Personally, I like to keep the scarabs on overwatch, and send one of my first squads out near the enemy base. First gauss turret is free, so some sneaky clever placement can go a long way. I pick a particular location near the enemy base (say, a strategic point), place the turret there, and focus my troops to take that point ASAP. That way as soon as the summoning core is finished, I can teleport troops rather close to the enemy base so as to counterattack. Because if the enemy knows what they're doing, they'll have launched assaults at my HQ by now.

What about you guys?


I didn't think you could teleport your Necron Warriors to the turrets.

I found that on tighter maps like Dead Man's Crossing, you must get the mid point. While I was playing against Ork Ai I captured it as soon as possible and placed my troops and turrets just outside of view of their capture points. Any moment they tried to attack numberous level 2 Gauss Turrets, level 2 (and later level 3) Necron Warriors, Attack Scarabs, and the Necron Lord to greet them. By when I have my Monolith raised I'd send it to my troops and attack the outer area of the Ork base. Then I constructed my Great Pyramid and used it to fire at the main base. My army was just outside the blast and fallout, so there was no escape.

Still don't have any idea how I should handle the Dark Eldar, by when I have scarabs attempting to capture our own points, the Dark Eldar already have unites trying to capture them.

Mar 29 2013 Anchor

Enargo wrote:
I didn't think you could teleport your Necron Warriors to the turrets.


Sorry, what I was trying to say was that I use an early forward turret to reinforce a position beside a strategic point rather near the enemy. Defending that point and capturing it, then building an obelisk on it is what allows for subsequent summoning. It's the only way I find I can be aggressive with the Necrons early game, besides the usual Necron Lord harass. However if the opponent has laid down some turrets of their own, a Lord can't hold it's own that early.


Enargo wrote: Still don't have any idea how I should handle the Dark Eldar, by when I have scarabs attempting to capture our own points, the Dark Eldar already have unites trying to capture them.


A tricky one indeed. The eldar race in general are notoriously quick starters. Playing it defensively seems to be the only viable option in these situations, at least the way I've been doing it.

Mar 29 2013 Anchor

Jazz-Sandwich wrote:

Enargo wrote:
I didn't think you could teleport your Necron Warriors to the turrets.


Sorry, what I was trying to say was that I use an early forward turret to reinforce a position beside a strategic point rather near the enemy. Defending that point and capturing it, then building an obelisk on it is what allows for subsequent summoning. It's the only way I find I can be aggressive with the Necrons early game, besides the usual Necron Lord harass. However if the opponent has laid down some turrets of their own, a Lord can't hold it's own that early.


Enargo wrote: Still don't have any idea how I should handle the Dark Eldar, by when I have scarabs attempting to capture our own points, the Dark Eldar already have unites trying to capture them.


A tricky one indeed. The eldar race in general are notoriously quick starters. Playing it defensively seems to be the only viable option in these situations, at least the way I've been doing it.


I found the question with playing Necron is more of how defensively. You have to deny the Dark Eldar half the map, otherwise they'll tech too fast. I might try sending off my scarabs and attack scarabs straight to the outer areas of their HQ start of the game to deny them the rest of the map.

Mar 30 2013 Anchor

Necrons are such a pain in the beginning. I haven't got anything more to say than you guys have already. I suppose we could go into specifics perhaps? I've always found the Necron Lord to be almost essential, he's the only one with any speed in the early game. I try to give him an armour and melee damage upgrade as soon as I can to prolong my first assaults. It may be just because I love the look of them, but I often end up bringing out one or two groups of Flayed Ones on the field. Their teleportation ability is always useful to join up with your Necron lord to aid him in close combat or to tie up the ranged defenders of of whatever the lord is having a crack at. While they can be expensive, using them carefully and allowing the Necron lord to cover their retreat if they get into trouble can be helpful at the beginning of the game. I've always found it better to limit enemy expansion than to try and re-capture their points, Necrons are too slow in the current version of the mod to get close to fixed defences without being decimated. Even Immortals with extended range gauss blasters seem to have trouble taking them out. Again, your few fast moving units are always nice for chasing away builders or killing them entirely.

As for the Dark Eldar, they are always tricky. I guess the only thing I've ever had success against them with is to get to their base as early as possible with my teleporting units. Even if it only slows them down it will also stop them gathering as many souls as they would otherwise.

Mar 31 2013 Anchor

Pretty much what everyone else says. They're slow, so area denial is the key.
Be aggressive with generators, yadda yadda.

The Necron Lord should be upgraded with health and damage upgrades asap. You can cheese pretty good with him.
I run a 2:1:2 ratio of warriors, immortals, and flayers because if you can't hold the line with those, you can't hold the line at all.
And that's all Necrons are good for until the Monolith awakens.

By the way, the Obelisks are a GODSEND. So. So. Useful. Just run four wherever you want protected and you'll usually be okay.

They really should be revamped for slow, plodding, methodical, but nigh-unstoppable advance. But that's another discussion.

I can play Normal with Necrons against anyone and Hard against Orks and Tyranids.

Edited by: LordRadical

May 24 2013 Anchor

Never stop building Monoliths! And always keep one pumping out free warrior squads.

Jul 28 2013 Anchor

After countless frustrating games with my friend against the insane AI, I have finally found a solution to help keep you alive long enough!

Basically the strategy is use the Necron HQ's explosions, and the AIs stupidity to your advantage! When you start, immediately build several HQs spaced out on vital choke points where the AI usually swarms you (but be quick about it, you only have several minutes before they start attacking in waves). Once you place the HQs, start building your base, and spawn enough infantry along with walls of turrets. While you prepare a decent defense, those HQs you would set up would have drawn the enemy fire (yes the AI is stupid enough to send all its troops to attack the Necron HQ.....*face palm*). When the HQs are destroyed, the entire enemy wave will go flying, and ultimately die; buying you some more time (perhaps a few minutes). The number of HQs will determine how much time you will be saved. Just be careful where you place the HQs, otherwise it will kill you along with the enemy if its too close. In other words...location, location, location. Just remember the AI is handicapped a lot on insane mode with resources, so you might want to quick start so you have a better chance of keeping up with the insane AI; this would also be advised for any faction you play. If you build fast enough, then you should have saved yourself enough time to at least activate some Monoliths, and be able to hold your own ground.

Aug 7 2013 Anchor

The AI for the mod is getting better with every patch. I just had a 2v2 Eldar vs Necrons match on Insane as the Eldar on the Apocalypse match and it was honestly one of the most fun matches I have ever played even though I lost to the 2 Necrons. We built up our bases and armies and after a small necron army tried to attack our base at around Tier 2-3 we pushed them back, built our huge army, and attacked towards them slowly destroying any Necrons in our path until we found a line of the Necron Sun Powered Titans guarding the entrence and decimated the entire army in less than a minute. It became a standstill until we built up another army and while it was heading towards their base about 8-10 Guass Cannons appeared at our base and wiped me out and then got my ally into a last stand situation and eventually destroyed him. I honestly thought I was going to win until they teleported the cannons to my base. I have to give my appreciation to whoever tweaked the AI because I never thought it was capable of doing something like that!

Oct 5 2013 Anchor

hey guys! just want to ask. how to stop those space marines with heavy bolters + luanchers, cause i have trouble dealing with them early. they always crush my warriors before i manage to get close to return fire.
i don't have trouble in the late game, especially with a doomsday phalanx( so awesome!!!)

yeah, so basically the early to mid game is my prob. heheh any other tips guys? it'll be a lot of help.

ohh, just wondering did they already increase the range attack of the warriors? :S
:)

Mar 13 2014 Anchor

Whoah, I haven't been on top of these threads lately.

destiny1012 wrote: hey guys! just want to ask. how to stop those space marines with heavy bolters + luanchers, cause i have trouble dealing with them early


I generally rely on two methods, one of which is somewhat more reliable than the other:

Necron lord solar pulse: this artefact was an insta-purchase for me whenever it became available back in vanilla whenever I was up against space marines/tau/imperial guard/tau. Area of effect ranged weapon denial can be a powerful asset, with the added bonus of revealing infiltrators, though that's not as pertinent in the case of space marines. Use this to open up any engagements when you are outgunned, or indeed just out-ranged.

Number two: wraiths. These fellas are designed for exactly this - they have a natural ranged damage resistance and can zip in and tie up those heavy gunners. With enough firepower (or with a melee vanguard) they can be focused down, so you want to follow up with the bulk of your forces asap. Against a human player, even just baiting a wraith can be enough for them to relocate their heavy gunners.

Apr 10 2014 Anchor

How do I win with the Necrons in 1.73.4? I was playing on Tranquility's End, a small map, as the Necrons versing the Orks. I've played three time in this same scenario and I just can't get anywhere! They're just so hard to use!

Okay let me explain what I have tried so far. In the first game I used my first Builder Scarab to summon a Summoning Core (ironic) and I believe I produced a Builder Scarab first and then alternated between Attack and Builder Scarabs. I made some power generators and I believe used the Builder Scarab constructing the Summoning Core to capture the first strategic point after it finished. I can already tell my strategy wasn't going to work no matter what I did. Then I made a Necron Lord before any warriors, did nothing with my attack scarabs and just dozed around capturing the nearest points, building obelisks and generators. All the while the Ork player just went crazy somehow and it wasn't long before I was completely overwhelmed. The Orks simply had too much map control. I was able to actually awaken my Monolith, as well as upgrade my Necron Lord fairly well, but didn't get much further.

Second game I just massed generators so I could get as much power income as possible and also tried to put up as many Gauss Turrets as possible. I was able to take control of one more strategic point than last game, but this game I didn't even get to awaken the monolith. I was defenseless due to spending most of my time constructing generators.

Third game I tried to be very smart and micromanage-ative. I queued up an Attack Scarab, then Builder Scarab, then Attack Scarab, then Builder Scarab, and so on in that pattern. Instead of making a Summoning Core first, I used the first Builder Scarab to capture the closest strategic point. The first Builder Scarab to come out of the Monolith was sent to summon a Generator. I got two Attack Scarab squads and sent them around the strategic points just outside my base area. Just like always the Ork player had already gone berserk and captured those points. With my Attack Scarabs I was able to harass the Grotz and Boyz
running around the points, as well as destroy the Listening Post's the Ork player was beginning to build. I was able to capture in total 5 strategic points with relative ease (the two Requisition Points in my base, the Relic in my base and the two Requisition Points just outside my base)! With five Obelisks, I was able to defend my base with six Gauss Turrets without spending too much money. I think I made the mistake however of four of them protecting the Relic, and only two protecting the outer points. At this same time I was amassing Attack Scarabs and sent them further out (together) and did some good harassing. I was able to destroy some completed listening posts. Eventually I even had eight squads and flew them into the Orks' base, destroying two listening posts before being decimated. I maxed out on Generators at this point. I was able to get out three Warrior squads in the mean time, but my Necron Lord took forever and it wasn't before a large war band hit one of my outer Obelisks before the lord awoke. I lost an Obelisk, and soon fell. The Orks continued attacking me. Not even my four Gauss turrets could save me because I hadn't gotten the turret upgrade. The Orks massed mainly Tank Bustaz and Grot Gangz with Lobbaz. Each shot from the Lobbaz pretty much destroyed a whole squad of Attack Scarabs, so they were out of the picture. The Warriors were more useless than I thought they were, and though I tried to teleport the Necron Lord into the Gangz of Grotz, it died in about five seconds from concentrate fire from nearby buildings and the bloody masses of Ork Dakka. I was not able to get into tier 1. I did accomplish one thing though! I captured all three Critical Points, and they were never re-captured by the enemy again. If it were a Take and Hold game, I probably would have won!

I haven't tried them in other scenarios, but I can't imagine it would be too different. So...should I just make the AI easier or something? Or are my builds actually incredibly broken and will never win me games?

Edited by: K-leb

Apr 13 2014 Anchor

Heya K-leb, may I ask what difficulty you were playing on, and with which winconditions? I'll be honest, I haven't played necrons as extensively as I used to with the 1.73 version, and I'll likely need to update my own BOs. I'd like to give your exact scenario a shot myself and see how I fare. Otherwise I might just be spouting a lot of outdated crap :)

(EDIT, two hours and many expletives later): Well, if your setup was hard AI with Annihilate as your win condition, I have a very messy answer:

Dropbox.com

That's on the 'apocalysed' version of the map, with version 1.73.4. That's my second try, the first try involves me being absolutely slaughtered.

My tactic could be described as 'utter abuse'. Attack scarabs pouring out of my monolith like nobody's business. And I never, ever reinforced them, because that costs power, and you need to be a stingy bastard with necrons early game.

In terms of what I focused on; initially taking and holding the listening posts surrounding my base (not the ones IN my base), because when captured the orks liked to build up those places with WAAAGH banners and da boys huts almost asap, giving them an absolute advantage with squad recruitment and deployment.

After that, it's all about taking every opportunity to hassle the enemy. The necron lord is a must, and I found solar pulse to be a must also; the range fire denial impacts upon weaponry on buildings, allowing your little hordes of scarabs to tear them down with impunity.

I also discovered that the orks AI really likes minefields. More than once I lost entire squads of scarabs to them. In one instance I managed to lose at least 15 little guys to one explosion, as I had them bunched up, and because I am an enormous fool. The first time I purchased necron warriors in that scenario was when my monolith was in the enemy base...

Edited by: Jazz-Sandwich

Apr 13 2014 Anchor

I definitely agree about spamming attack scarabs. I have played on apocalyzed Valley of Khorne with Annihilatio+Extreme+Massive Battles+Heroes+Disable Fog (AI is able to "see" through fog so may be disabled as well)+Titan Wars+Fortress Defences(Maybe, I'm not sure) on hard difficulty. I've won on second try.

With my starting scarab I built generator and in Monolith my build order was Builder, Builder, Attack Scarab, Builder, Attack Scarab(infinite). With 3 B.Scarabs I kept building generators, the rest were capturing points, a relict and later building Obelisks when I could. After I maxed out on generators and purchased available power upgrade I waited until I got power required to build a second Monolith.

After second Monolith was built I ordered in it infinite A.Scarabs like in the first one, B.Scarabs were building generators again and a Summoning Core. Later I ordered the first Monolith to Activate and after AI decided to start capturing Critical Locations I attacked with AS and killed some of his units (AI helped me when it used Kommandos Bomb near his troops and I jumped away). AI left me alone for a while and I kept upgrading my economy and when I could I ordered two Immortal Squads in each Monolith. They arrived right on time bacause AI attacked me and destroyed most of A.Scarabs but not before losing their infrantry and Immortals destroyed their vehicles. I purchased Immortals research upgrade, Gauss Weapon Overload and after Immortals were outfitted with Testa Carbines and with active GWO, they kept destroying two closest LPs and any unit and building in their range. AI kept rebuilding them which in the end must've emptied AI resources.

I finally restored my first Monolith (which can use GWO too), weakened Orks even more and I went for a overkill with Pariahs, Restored and one Siege Monolith, Immortals and a Lord. If I knew where I would put up a replay.

On a completely unrelated note: Necrons+Crazy Insane=Game Breaker.

Edited by: Kaitenhammer

Apr 13 2014 Anchor

I can't watch the replay. I put it in the playback folder and played it in-game, but it didn't work, saying that there was a sync error.
Jazz Sandwich, I was playing with hard AI (well...I sure as hell hope I was. My memory's a little fuzzy), however I was actually playing Control Area, but that didn't change anything. I don't think the AI changes its tactics depending on the win condition.

Damn, seems like a real hassle to use Necrons. They're incredibly asymmetrically balanced. As has been said, in the late game they can just overkill, but in the early game their...yeah. Even the AI has trouble using them. I hate having Necrons as allies when I'm doing a team match because they essentially don't do anything until the late game. Even then I swear they don't realize that they can make Necron Warriors. Instead in this one game I played they basically spammed gauss turrets and monoliths in their base while just capturing and occasionally relying on Wraiths and the Necron Lord. It didn't help that we were versing two Dark Eldar Kabals.

I've realized that it actually isn't difficult using the Necrons when versing a race whose starting units are ranged specialists. Against the Orks, Dark Eldar, Tyranids and Forces of Chaos, Necrons can really suck, because spamming attack scarabs against them early game isn't effective. Slugga Boyz will make short work and it doesn't take long for Grotz to bring out their Kannonz, which own them. Hellions and Mandrakes will make short work. Tyranids have so many melee specialists that will out-melee the Scarabs in the early game it's not funny. Even their builders, the rippers, will fair against Scarabs. The Forces of Chaos have their cultists to waste the scarabs' time and even deal good damage, while Chaos Space Marines shoot at them, or still kill them even in melee.
However against the Eldar, Space Marines, Tau, Sisters of Battle and Imperial Guard, they can actually win fairly early if the enemy doesn't know what they're doing. Scarabs will barely drop when melee-ing guardian defenders, and they seem to often be more common than storm guardians. It doesn't help that the next few units Eldar has up the tech tree are ranged specialists as well. Space Marines fair alright, as Tactical Marines are good in melee, but Scouts won't win against Scarabs. Guardsmen...well...and the Tau are self explanatory. Unless the enemy has rushed to Kroot, then they're screwed. The Sisters of Battle have Missionaries first up, but because they're solitary, they'll get ganged up by scarabs easily.

Also, Orks are really annoying to deal with when controlled by an AI! They just know exactly how to make up the biggest WAAAAGH the quickest!

I gave some suggestions for the Necrons to make them a little easier to manage in the Necrons balance and suggestions thread, so check that out.

Edited by: K-leb

THEONLYDarkShadow
THEONLYDarkShadow The Entity of Chaos
Apr 14 2014 Anchor

K-leb wrote: I don't think the AI changes its tactics depending on the win condition.

I actually think it does. I know it changes tactics if Assassinate is on, but I could have sworn I saw references to Control Area and/or Take and Hold in the core.

K-leb wrote: They're incredibly asymmetrically balanced. As has been said, in the late game they can just overkill, but in the early game their...yeah.

That's the point. They're Necrons. Their whole gameplay style is supposed to be that they have the weakest start game, but the strongest end game. One of the UA mod team members said so themselves (I think it was Cylarne/Lord Doofus, but I'm not sure). I for one welcome our new robot overlords am glad that the Necrons finally properly feel like Necrons. Sure they may be difficult to get used to, but when you get to Tier IV and start churning out Doomsday Monoliths and Aeonic Orbs by the truckload, you'll be laughing maniacally as you mercilessly crush your enemies into oblivion.

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Apr 14 2014 Anchor

That is not a good strategy to design a race for competitive games if you want to have a balanced game. I am getting their slow but tough mechanism, but making them really weak in the early game and unbeatable in the late game leads them to be an unplayable race. Instead of making them really weak in first tiers, I would suggest to make them more defense oriented. Late game is not that important for 1vs1, but they should not be undefeatable in the late game aswell. I haven't tested them much though, but I can easily say that if you think Necrons should be the weakest in the early game, you are basically saying that Necrons should only be played in allied games, not 1vs1 games.

Apr 17 2014 Anchor

I agree with Metal Warrior. It's like a super ridiculous version of how StarCraft II's balanced right now (everyone over on that game's forums are complaining about Protoss in the late game and all the jazz...unless something changed recently). And well I just don't like that. It makes playing and versing the Necrons more annoying than I want it to be.

THEONLYDarkShadow
THEONLYDarkShadow The Entity of Chaos
Apr 17 2014 Anchor


MetalWarrior wrote: That is not a good strategy to design a race for competitive games if you want to have a balanced game. I am getting their slow but tough mechanism, but making them really weak in the early game and unbeatable in the late game leads them to be an unplayable race. Instead of making them really weak in first tiers, I would suggest to make them more defense oriented. Late game is not that important for 1vs1, but they should not be undefeatable in the late game aswell. I haven't tested them much though, but I can easily say that if you think Necrons should be the weakest in the early game, you are basically saying that Necrons should only be played in allied games, not 1vs1 games.


Watch Jazz-Sandwich's replay. He proves you can easily win as Necrons in 1vs1 games. This was against Orks as well. Attack Scarabs make pretty good defence and early harassment units when you use them right. The Necrons are not unbeatable in the late game either, just really really tough as they're supposed to be.

K-leb wrote: I can't watch the replay. I put it in the playback folder and played it in-game, but it didn't work, saying that there was a sync error.

The reason you can't watch Jazz-Sandwich's replay is because you need to update your version of UA. It works fine on my end.

K-leb wrote: And well I just don't like that. It makes playing and versing the Necrons more annoying than I want it to be.

Well I find it quite fun myself, so perhaps it just doesn't suit your personal playstyle? I don't find much difficulty fighting as or against Necrons.

Have the two of you considered the possibility that the race design might not be issue here, but perhaps that you're not using the Necrons to their full potential? As is noted by previous posts, there's evidence that runs contrary to the basis of your complaints.

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Apr 17 2014 Anchor

Jazz says he played against Hard AI. Well most 1vs1 games actually a lot harder than playing against an Insane AI, so playing against a computer actually not the basis here. I played vs Necrons in 1.72 patch with some players and they were also weak on that patch aswell. The thing makes them strong was their Attack Scarab damage against buildings which was crazy. I told Lord_Doofus that the damage of Attack Scarabs against buildings should be nerfed, but instead he buffed them. Necrons have a weird playstyle now. Their only startup unit is not effective much against infantry, but instead a base basher. I know you guys like to sit at the base until you tech up to Tier IV and produce titans and fight, but this game is quite rush oriented. Anything that is broken in the early game ruins the whole experience. I am not saying that the mod sucks, instead its beyond awesome. I actually count it as what Dawn of War 2 should have been, but it has a long way to go in terms of balance. I have been playing this game since 2004, so I know what I'm talking about. What you have on early game by playing Necrons is that, you have an abusive unit which chews up buildings, and attempting to produce any other infantry leaves you behind the tech.

Apr 17 2014 Anchor

THEONLYDarkShadow wrote: The reason you can't watch Jazz-Sandwich's replay is because you need to update your version of UA. It works fine on my end.q


Update? I have the latest version (1.73.4)! Need to update..pfff...

THEONLYDarkShadow
THEONLYDarkShadow The Entity of Chaos
Apr 17 2014 Anchor

K-leb wrote:

THEONLYDarkShadow wrote: The reason you can't watch Jazz-Sandwich's replay is because you need to update your version of UA. It works fine on my end.

Update? I have the latest version (1.73.4)! Need to update..pfff...

Did you download it again when the patch was updated? There was something missing from it the first time.

MetalWarrior wrote: Jazz says he played against Hard AI. Well most 1vs1 games actually a lot harder than playing against an Insane AI, so playing against a computer actually not the basis here.

Pity that playing against a human opponent on UA is nigh impossible because no UA player ever seems to be in the online lobbies. At least, not when I've looked.

MetalWarrior wrote: I played vs Necrons in 1.72 patch with some players and they were also weak on that patch as well.

Weak? WEAK? You MUST be joking! They were overpowered in 1.72 and above (though not as overpowered as the Eldar and Dark Eldar were).

MetalWarrior wrote: The thing makes them strong was their Attack Scarab damage against buildings which was crazy. I told Lord_Doofus that the damage of Attack Scarabs against buildings should be nerfed, but instead he buffed them.

Yet strangely enough, they feel less overpowered now. It's odd.

MetalWarrior wrote: Necrons have a weird playstyle now. Their only startup unit is not effective much against infantry, but instead a base basher.

Actually, Attack Scarabs are pretty good against infantry too in the right conditions.

MetalWarrior wrote: I know you guys like to sit at the base until you tech up to Tier IV and produce titans and fight, but this game is quite rush oriented. Anything that is broken in the early game ruins the whole experience.

I find that Necrons are capable of attacking on any tier, actually. It depends on how you use the units that you have at your disposal at the time.

MetalWarrior wrote: I am not saying that the mod sucks, instead its beyond awesome. I actually count it as what Dawn of War 2 should have been, but it has a long way to go in terms of balance.

Of course it does. Balancing everything can be a very difficult task. Having everything 100% balanced with each other may in fact be unobtainable.

MetalWarrior wrote: I have been playing this game since 2004, so I know what I'm talking about.

Ultimate Apocalypse (especially at this point) is completely different from vanilla Soulstorm, let alone the original Dawn of War. Experience gathered from those isn't going to translate all that much to it.

MetalWarrior wrote: What you have on early game by playing Necrons is that, you have an abusive unit which chews up buildings, and attempting to produce any other infantry leaves you behind the tech.

This depends on varying conditions like how many enemies you're fighting, how many allies you have, what factions there are on either side, the map you're fighting on, etc. Sometimes it's more useful to not produce much or any infantry to focus on tiering up, but sometimes the right infantry brought out at the right time can turn the tide of battle. Useful units I've found include: Attack Scarabs, Flayed Ones, Immortals, Destroyers, Heavy Destroyers, Necron Lord and Destroyer Lord (and sometimes some Deathmarks and Tomb Stalkers on the rare occasion). Give them their researches and they can dominate the battlefield.

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Dawn of War Mod Manager (Version 1.2 - 2016/03/21)

Dawn of War Mod Manager

A mod manager for Dawn of War, Winter Assault, Dark Crusade and Soulstorm. Eliminates common problems with launching mods, such as not having required mods or the correct version of required mods installed. Check it out and let me know what you think.

Apr 18 2014 Anchor

THEONLYDarkShadow : Watch Jazz-Sandwich's replay. He proves you can easily win as Necrons in 1vs1 games. This was against Orks as well. Attack Scarabs make pretty good defence and early harassment units when you use them right.

I played necrons since I got Soulstorm and UA mod( about 4 years ) And I think they are too weak in the start. Firstly, he played against computer, thats much easier than against human. Secondly, scarabs are absulutely useless when enemy use grenades. And when there are no scarabs there is no deffence. And thirdly, It takes about 8min to reach tier 1 with deffence.

If someone disagrees and wants to prove that necrons are playable, PM me. I can beat any necron player, cuz I see this forum has some pro players which are able to win with underpowered beggining race xD

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