Switch Theme:

Battle Fleet Gothic Necrons?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
On a Canoptek Spyder's Waiting List




Austin Texas

I have been wanting to get into the battle fleet aspect of necrons for some time but have heard that the necron fleet is to powerful to have fun playing anyone know if this is true.

those wacky Necrons
6000pts w10-L1 
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

From my synopsis below this post:

Necrons
The dreaded broken list. Necrons are fast. Necrons are resilient. Necrons hit hard. Necrons make Eldar cry. Firstly, all Necron ships have great armor at 6+. Secondly, they get a save vs damage depending on the ship class: Escorts get a 6+, Cruisers get a 5+, and Battleships get a 4+. When under the "Brace for Impact" special order ALL Necron ships improve their save to 2+, but lower their armor to 4+, and finally, Necron ships repair critical damage on a roll of 4+ instead of the normal 6+. The Necron weapon battery does not suffer the normal column shift for eldar holofields or shadowfields, and treats ALL targets as closing. Necrons have a "Star Pulse Generator" which grants an automatic roll to hit against all ships in range (one roll each), which ignores Holofields. The Necron lance equivalent ignores shields on a roll to hit of 6, again Holofields cannot save against this. Necrons love to get up close and personal, where their "Portals" give them extra hit & run attacks. While they don't get bonuses to these rolls per se, the ability to make multiple H&R's per capital ship, and ignore most of the restrictions pertaining to such make this much more of an asset than normal. Necrons can close very fast; The "All Ahead Full" special order grants them an addition 1D6x10 cm's of additional movement instead of the normal 4d6, and they can turn once for every 20cm travelled unlike other races which cannot turn at all. The firepower and strength of Necron weapon systems are affected by special orders as normal, as are their turret values, making lances very valuable against the tin tide. Causing Necron ships to 'Brace for Impact' by firing fusillades of lance fire is also helpful as they cannot 'All Ahead Full' while braced. Also, since Necrons don't have shields to absorb incoming fire this means that there are no blast markers placed by the lances, leaving weapon batteries unaffected while firing second. The Necron fleet has it's own victory point table which is very harsh - any cpatal ship which is destroyed but not left as a drifting hulk (meaning it exploded or is otherwise not on the field at the end of the match) is worth 200%, and a drifting hulk (destroyed but still on the field) is 300%. Also, for campaign play, Necrons are charged double the amount of resources to effect repairs. I think the drawbacks are fairly balanced against the advantages, especially in campaign play, as Necrons are unable to upgrade at all while their opponents will presumably be getting more powerful and efficient ships.


The thing about Necrons is that they're designed so that games are maybe 3 turns long; Get in, do as much damage as possible, and get out before you take too much return fire. Protracted engagements just punish Necrons as they take more and more damage; Smart opponents will target your Battleships and most expensive cruisers heavily, and every unsaved hit on an escort gives up twice as many victory points as it cost to field.

Mannahnin wrote:A lot of folks online (and in emails in other parts of life) use pretty mangled English. The idea is that it takes extra effort and time to write properly, and they’d rather save the time. If you can still be understood, what’s the harm? While most of the time a sloppy post CAN be understood, the use of proper grammar, punctuation, and spelling is generally seen as respectable and desirable on most forums. It demonstrates an effort made to be understood, and to make your post an easy and pleasant read. By making this effort, you can often elicit more positive responses from the community, and instantly mark yourself as someone worth talking to.
insaniak wrote: Every time someone threatens violence over the internet as a result of someone's hypothetical actions at the gaming table, the earth shakes infinitisemally in its orbit as millions of eyeballs behind millions of monitors all roll simultaneously.


 
   
Made in us
On a Canoptek Spyder's Waiting List




Austin Texas

Thanks for the reply that is alot of help i think i may make a small fleet.

those wacky Necrons
6000pts w10-L1 
   
 
Forum Index » Other 40K/30K Universe Games
Go to: