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Made in ca
Fresh-Faced New User




I have a new codex for my playgroup (I'm the only necron player) and I would like your feedback. I made it so it was comparable in power to the new Space Marine Codex but I think it may be to powerful.

My main problems come from the C'tan, symbol and essence. The symbol seem over powered, and the essence seem broken (too good or too weak depending)

Also I've based heavily my list on lists I've seen else where like the one made by Xirmant on another forum.

This is it:

Army Rules:

Necron:
-Feel no Pain: All models with the Necron special rule have Feel no Pain.
-Stuborn: All models with the Necron special rule count as Stuborn

Phase Out – Phase Out is determined at the beginning of the other player’s turn if the number of Necron units falls below 20% then the entire army will Phase Out causing automatic defeat.

Gauss – Even the smallest gauss weapon is capable of puncturing the mightiest armour. Any 6’s on the ‘to wound’ roll will always wound or glance regardless of toughness and armour value respectively as well as counting as having an AP of 1.

Modular – Because all Necron units are mechanical, all their attachments are permanent additions, therefore all stats enhancements for Necron units add to the base stat line and are considered the base stat for calculating effects (such as instant death).

Necron Wargear:

†Warscythe – 10pts
†Lord Claws – 15pts
†Destroyer Body – 25pts
Phylactery – 15pts
Heart of Darkness – 15pts
Mantle of Doom – 15pts
Veil of Darkness – 50pts
Nightmare Shroud – 25pts
Chronometron – 15pts
Disruption Fields – 5pts
Lightning Fields – 20pts
Gaze of Flame – 15pts*
Solar Pulse – 20pts
Phase Shifter – 30pts
Shroud of Torment – 20pts
Shroud of Shadows – 20pts
Mask of Death – 30pts
Gauss Sigils – 10pts
Stasis Field – 15pts
Resurrection Orb – 50pts
Death Grip – 15pts
Advanced Necrodermis Shell – 15pts
Void Mask – 15pts
Phase Beacon – 15pts
*Essence of The Deceiver – 100pts
*Essence of The Nightbringer – 100pts
*Essence of The Outsider – 100pts
*Essence of The Void Dragon – 100pts
†**Symbol of The Deceiver – 100pts
†**Symbol of The Nightbringer – 100pts
†**Symbol of The Outsider – 100pts
†**Symbol of The Void Dragon – 100pts

* May only be taken by Gold or Platinum Lord
** May only be taken by Platinum Lord.
† Does not count to Wargear Limit
Note: You may not take a Symbol if you take the Essence of a different C’tan.

Warscythe – Any wounds inflicted in close combat by this weapon CANNOT be saved by any means (Saves, Feel no Pain, Bionics, etc), a model with a Warscythe also rolls 2d6 in close combat for armour penetration.

Lord Claws – Count as a Warsythe with Rending in close combat and count as 2 CCW.

Destroyer Body – Enables jetbike movement and grants a base +1 T bonus.

Phylactery – When rolling for Feel no Pain on the Necron Lord a 5 or 6 will restore 1 lost wound.

Heart of Darkness – A Necron Lord with Heart of Darkness may ignore its first failed armour save per turn. This effect does not work if the Necron Lord is wounded by weaponry that causes instant death or weapons that allow no armour save.

Mantle of Doom – Gives the Necron Lords a +1 armour save bonus.

Veil Of Darkness – Allows the Necron Lord and any unit within 6” of him to deepstrike once per turn.

Nightmare Shroud – Instead of shooting the Necron Lord can make any enemy unit within 18” take a Leadership or pinning test.

Chronometron – +1 I bonus and roll 2 dice when rolling for falling back or sweeping advance and pick the highest score.

Disruption Fields – Gives the Gauss rule to the model’s close combat attacks against vehicles.

Lightning Fields – For each unsaved wound that is inflicted on the squad a S3 AP- hit is returned. For every wound inflicted on the Necron Lord himself, regardless of whether or not wound is saved, the enemy is struck back with a S6 AP- hit.

Gaze of Flame – Negates the +1 attack for charging the units the lord is attached to and inflicts a -1 Ld penalty to all enemy units in close combat with the Necron Lord.

Solar Pulse – Once per game instead of shooting the Necron Lord can use a Solar Pulse. If used in a normal scenario all enemy units shoot using the Night Fighting rules on their next turn. If used in a night fight scenario then all Necron units can shoot without taking sight tests.

Phase Shifter – Gives the Necron Lord a 3+ inv save and makes him count as having frag grenades.

Shroud of Torment – Enemy squads with models within 18” get a –1 Ld penalty, even if they are using a model’s Ld which is beyond 18”.

Shroud of Shadows – The Necron Lord and any unit he has joined can only be fired on using the night fighting rules.

Mask of Death – Place the large blast template on top of the lords head. Any non-necron model underneath takes a S3 hit with no armour save allowed.

Gauss Sigils – Grants a +1 bonus to the strength of the Necron Lord using the Staff of Light or Lord Claws and gives the Warscythe an 24” S5 AP4 Assault 2 ranged attack.

Stasis Field – Inflicts a -1 I penalty on any unit in close combat with the Necron Lord.

Resurrection Orb – All friendly squads with a Necron models within 12” of the Necron Lord get their Feel no Pain rolls against shots with an AP of 1 or 2, close combat attack that ignore armour saves, attack that cause instant death. All friendly squads with a Necron models within 6” get +1 on their Feel no Pain rolls.

Death Grip – Grants the Necron Lord with a +1 S bonus and an additional attack.

Advanced Necrodermis Shell – Grants the Necron Lord a +1 T bonus.

Void Mask – Functions as a Psychic Hood with a 24” radius.

Phase Beacon – Any allied unit deepstriking can enter within 6” of a unit that carries a Phase Beacon and not scatter.

Essence Of The (C’tan) – At the beginning of the turn you may roll a d6, if you get a 6 you may replace the Necron Lord with the C’tan model. You get +1 on this roll on the 2nd turn, +2 on the third and so on. After the Essence of the C’tan is destroyed, replace the C’tan by the Necron Lord as it was before being replaced by the C’tan. If the Necron Lord has not been replaced or the Essence has not been destroyed, neither the model does counts as destroyed.

Symbol of the (C’tan) – All units with the Necron special rule gain one attribute according to the C’tan chosen:
-Deceiver: +1 Initiative.
-Nightbringer: +1 Strength
-Outsider: +1 Attack
-Void Dragon: +1 Toughness

Necron Army List

HQ
Necron Lord Bronze
Necron Lord Silver
Necron Lord Gold
Necron Lord Platinum
Wraith Lord
Pariah Lord
Tomb Lord

Elites –
Pariahs
Immortals
Obelisk

Troops –
Necron Warriors
Flayed Ones

Fast Attack –
Wraiths
Scarab Swarm
Destroyers

Heavy Support –
Tomb Spyder
Heavy Destroyer
Monolith

Special Characters –
Essence of The Nightbringer
Essence of The Deceiver
Essence of The Outsider
Essence of The Void Dragon

HQ

Necron Lord Bronze – 80pts Type: Infantry
WS: 5 BS: 5 S: 4 T: 4 W: 2 I: 4 A: 3 Ld: 10 Sv: 3+

Special Rules: Necron, Independent Character

Weapons: Staff of Light

Options: Can take up to 80pts of wargear from the armoury.

Necron Lord Silver – 120pts Type: Infantry
WS: 5 BS: 5 S: 5 T: 5 W: 3 I: 4 A: 3 Ld: 10 Sv: 3+

Special Rules: Necron, Independent Character

Weapons: Staff of Light

Options: Can take up to 120pts of wargear from the armoury.

Necron Lord Gold – 160pts Type: Infantry
WS: 6 BS: 6 S: 5 T: 5 W: 4 I: 5 A: 4 Ld: 10 Sv: 3+

Special Rules: Necron, Independent Character

Weapon: Staff of Light

Options: Can take up to 160pts of wargear from the armoury.

Necron Lord Platinum – 200pts Type: Infantry
WS: 6 BS: 6 S: 6 T: 6 W: 5 I: 5 A: 5 Ld: 10 Sv: 3+

Special Rules: Necron, Independent Character

Weapons: Staff of Light

Options: Can take up to 200pts of wargear from the armoury.

Wraith Lord – 120pts Type: Infantry
WS: 6 BS: 4 S: 6 T: 4 W: 2 I: 6 A: 5 Ld: 10 Sv: 3+/3++

Special Rules: Necron, Independent Character, Wraithflight, Phase Shifter, Hit and Run

Weapons: Lord Claws (extra attack included in stat line)

Options: Can take up to 30pts of wargear from the armoury

Note: If you field a wraith lord as your HQ choice then you may also field wraith as your Troops choice and the Wraith’s max squad size is increased by 1.

Pariah Lord – 180pts Type: Infantry
WS: 5 BS: 5 S: 6 T: 6 W: 3 I: 5 A: 3 Ld: 10 Sv: 2+/3++

Special Rules: Independent Character, Soulless, Psychic Abomination, Fearless, Gaze of Flame, Phase Shifter

Weapons: Warscythe with built in Gauss Blaster

Options: Can take up to 20pts of wargear from the armoury

Note: If you field a pariah lord as your HQ choice then you may also field Pariahs as a troop choice.

Tomb Lord – 250pts Type: Infantry
WS: 4 BS: 4 S: 7 T: 7 W: 5 I: 4 A: 5 Ld: 10 Sv: 2+

Special Rules: Guardian of the Tomb, Monstrous Creature, Hover, Fearless

Weapon: Lords Claws (extra attack included in stat line)

Option: Can take up to 50pts of wargear from the Armoury, but Destroyer Body does not give jetbike movement.

Guardian of the Tomb: Scarab Swarms may be taken as Fast Attack and Troops (They must number 10 bases minimum and they may capture objectives). Tomb Spyders may be taken as a Heavy Support or Elite (must have 5 Scarab Swarm per Tomb Spyder).

Elites

Pariah – 40pts/model Type: Infantry
WS: 4 BS: 4 S: 5 T: 5 W: 1 I: 3 A: 2 Ld: 10 Sv: 2+

Squad Size: 4 – 10

Weapons: Warscythe with built in Gauss Blaster

Special Rules: Soulless, Psychic Abomination, Fearless

Immortal – 30pts/model Type: Infantry
WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 Ld: 10 Sv: 3+

Squad Size: 4 – 10

Weapons: Gauss Blasters

Special Rules: Necron

Options: May upgrade the squad with Disruption Fields for 2pts/model
May upgrade the squad with Lightning Fields for 3pts/model
May upgrade to carry a Phase Beacon for 15pts

Obelisk – 150pts Type: Tank/Skimmer
BS: 4 FA:12 (14) SA:12 (14) RA:12 (14)

Number: 1 – 3 (each acts independently).

Weapons: Particle Whip

Special Rules: Advanced Flight, Weak Connection, Living Metal, Entrench, Power Matrix

Weak Connection: May not use Power Matrix to teleport models with the Necron special rule until Settled Down.

Advanced Flight: The Obelisk can move 12” and will not drift or crash when shaken or immobilized respectively

Settle Down: May not move for the rest of the game, does not count as skimmer anymore, Armour becomes 14 on all sides, loses the Weak Connection Rule.

Troops

Necron Warriors – 20pts/model Type: Infantry
WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 2 A: 1 Ld: 10 Sv: 3+

Squad Size: 8 – 20

Weapons: Gauss Flayers

Special Rules: Necron, Phased Reserve

Phased Reserves: Models with the Phased Reserves rule may always choose to use the ‘reserves’ (page 94) rule as described in the Organizing a Battle chapter of the Warhammer 40,000 rulebook. They must always enter play via a Phase Beacon or Monolith portal. Models that are not deployed by the end of the game, because there are no Phase Beacons or Monoliths available, count as being destroyed when determining the victor.

Options: May upgrade the squad with Disruption Fields for 2pts/model
May upgrade the squad with Lightning Fields for 3pts/model
May upgrade to carry a Phase Beacon for 15pts

Flayed Ones – 15pts/model Type: Infantry
WS: 4 BS: 0 S: 4 T: 4 W: 1 I: 4 A: 2 Ld: 10 Sv: 3+

Squad Size: 4 – 10

Weapons: Claws

Special Rules: Necron, Infiltrate, Move Through Cover, Terrifying Visage, Deepstrike

Options: May upgrade the squad with Disruption Fields for 2pts/model
May upgrade the squad with Lightning Fields for 3pts/model
May upgrade to carry a Phase Beacon for 15pts

Fast Attack

Wraith – 40pts/model Type: Infantry
WS: 4 BS: 0 S: 6 T: 4 W: 1 I: 6 A: 3 Ld: 10 Sv: 3+

Squad Size: 1 – 3

Weapons: Claws, Tail

Special Rules: Necron, Phase Shifter, Wraithflight, Rending, Hit and Run

Option: May upgrade claws to Power Weapons (keep Rending) for 10pts

Scarab Swarm – 12pts/model Type: Infantry
WS: 3 BS: 3 S: 3 T: 3 W: 3 I: 3 A: 3 Ld: 10 Sv: 5+

Squad Size: 3 – 20

Weapons: Claws

Special Rules: Fearless, Move Through Cover, Deepstrike, Swarm, Stealth, Vulnerable to blast/template

Options: May upgrade the squad with Disruption Fields for 4pts a model.

Swarm: Scarab Swarms move as jetbikes and count as Swarms

Destroyers – 50pts/model Type: Jetbike
WS: 4 BS: 4 S: 4 T: 5 W: 1 I: 2 A: 1 Ld: 10 Sv: 3+

Squad Size: 1 – 5

Weapons: Gauss Cannon

Special Rules: Necron

Heavy Support

Tomb Spyder – 60pts/model Type: Infantry
WS: 3 BS: 3 S: 6 T: 6 W: 2 I: 3 A: 3 Ld: 10 Sv: 3+

Squad Size: 1 – 3 (each acts independently)

Weapons: Claws

Special Rules: Monstrous Creature, Hover, Fearless

Options: May replace a claw with a particle projector (-1 attack penalty)

Heavy Destroyer – 60pts/model Type: Jetbike
WS: 4 BS: 4 S: 4 T: 6 W: 1 I: 2 A: 1 Ld: 10 Sv: 3+

Squad Size: 1 – 3

Weapons: Heavy Gauss Cannon

Special Rules: Necron, Targeting System

Advanced Targeting System: A model with the targeting Advanced Targeting System special rule may re-roll its failed to-hit rolls in the shooting phase.

Monolith – 220pts/model Type: Tank/Skimmer
BS: 4 FA: 14 SA: 14 RA: 14

Squad Size: 1

Weapons: Gauss Flux Arc, Particle Whip

Special Rules: Ponderous, Living Metal, Power Matrix, Gauss Flux Arc, Deepstrike

Special Characters

Essence of The Nightbringer
WS: 10 BS: 4 S: 10 T: 8 W: 4 I: 7 A: 3 Ld: 10 Sv: 3+ (inv)

Weapons: Death Scythe

Special Rules: Monstrous Creature, Fearless, Manifestation, Immune to natural law, Lightning Arc (Str 10 Ap 2), Etheric Tempest (at least 1 Str 5), Drain Life, Eternal Warrior

Death Scythe: Models wounded by the Nightbringer in Close Combat Must pass a Toughness test at –1T or be slain automatically (models who survive this or are unaffected lose 2 wounds).

Essence of The Deceiver
WS: 6 BS: 5 S: 6 T: 8 W: 3 I: 6 A: 4 Ld: 10 Sv: 3+ (inv)

Weapons: N/A

Special Rules: Monstrous Creature, Fearless, Manifestation, Immune to natural law, Manipulation, Wraithflight, Drain Life, Eternal Warrior, Deceive, Grand Illusion, Misdirect, Dread, Confuse

Essence of The Outsider
WS: 8 BS: 4 S: * T: 8 W: 4 I: 7 A: * Ld: 10 Sv: 3+ (inv)

Weapons: Energy Blast

Special Rules: Monstrous Creature, Fearless, Manifestation, Immune to natural law, Wraithflight, Drain Life, Eternal Warrior, Crazed

Essence of The Void Dragon
WS: 7 BS: 5 S: 10 T: 10 W: 5 I: 5 A: 4 Ld: 10 Sv: 3+ (inv)

Weapons: N/A

Special Rules: Monstrous Creature, Fearless, Manifestation, Immune to natural law, Drain Life, Eternal Warrior

Summary
WS BS S T W I A Ld Sv
Necron Lord Platinum 6 6 6 6 5 5 5 10 3+
Necron Lord Gold 6 6 5 5 4 5 4 10 3+
Necron Lord Silver 5 5 5 5 3 4 3 10 3+
Necron Lord Bronze 5 5 4 4 2 4 3 10 3+
Wraith Lord 6 4 6 4 2 6 5 10 3+/3++
Pariah Lord 5 5 6 6 3 5 4 10 2+/3++
Tomb Lord 4 4 7 7 4 4 4 10 2+
Pariah 4 4 5 5 1 3 2 10 2+
Immortal 4 4 4 5 1 2 1 10 3+
Necron Warriors 4 4 4 4 1 2 1 10 3+
Flayed Ones 4 4 4 4 1 4 2 10 3+
Wraiths 4 4 6 4 1 6 3 10 3+/3++
Scarabs 3 3 3 3 3 3 3 10 5+
Destroyers 4 4 4 5 1 2 1 10 3+
Tomb Spyder 3 3 6 6 2 3 3 10 3+
Heavy Destroyer 4 4 4 6 1 2 1 10 3+

Essence of the:
Nightbringer 8 4 10 8 3 6 3 10 3++
Deceiver 6 5 6 8 3 7 4 10 3++
Outsider 8 4 D6+4 8 3 7 2d6+3 10 3++
Void Dragon 7 5 10 10 5 5 4 10 3++

Vehicles
FA SA RA BS
Obelisk 12 (14) 12 (14) 12 (14) 4
Monolith 14 14 14 4

Weapons
Range Str AP Type
Gauss Flayer 24” 4 5 Rapid Fire, Gauss
Gauss Blaster 24” 5 4 Assault 2, Gauss
Gauss Cannon 36” 6 4 Heavy 3, Gauss
Heavy Gauss Cannon 36” 9 2 Heavy 1, Gauss
Particle Projector 18” 5 3 Assault 3
Staff of Light 18” 5 3 Assault 3
Particle Whip 24” 9 3(1) Ordnance *
Gauss Flux – Arc 12” 5 4 Heavy D6, Gauss *
Energy Blast 6” 5 4 Assault D6 *

*: Special rules

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Made in gb
Tzeentch Veteran Marine with Psychic Potential





Stafford

I like this list a lot. I think the new lord choices are characterful.

but Im not sure about the 'essence of c'tan' as a piece of wargear. I seems too powerful for its cost, you're essentially paying 100 points to have a c'tan in reserve... Maybe make it only fieldable in apocalypse & ramp up the points. Also, how does this work from a fluff perspective? As far as I know, the c'tan can't just be 'summoned' like a daemon like that, theyre physical creatures.

I also think you could have gone to town a bit more on the outsider & void dragon's special rules. They just seem like 'vanilla ctan' if you will. The outsider should have something that allows him to make enemy units go insane. Possibly a power you roll on a table for. something like:

1,2,3 = pinned
4 = d6 wounds inflicted with saves allowed due to infighting
5 = random movement of 6"
6 = necron player chooses a friendly unit for them to shoot at

& the dragon should have some interesting power that has something to do with vehicles.

That said, I do like the addition of the symbol of the c'tan wargear.


*edited for clarity*

This message was edited 2 times. Last update was at 2009/01/18 23:46:45


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Made in au
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If only GW was this good....

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Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

There are a few things that seem overpowered.

The outsider having 2D6+3 attacks!! Resurrection orb and Lord claws also seem too good.

That said, I like a lot of it. It 's a welcome upgrade to the current necron codex. Just needs a bit of toning down

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Made in ca
Fresh-Faced New User




Ok having this on 3 forums and getting different feedback from each is hard to manage. Ok, this post will be copy pasted on every forum (dakkadakka should be happy since I wrote this reply in thier forums, Its easier cause the screen is alot wider. But they all get their love, CSG got the army list first and Warseer was the first one I replied).

What I get is:

I need to tone down the higher tier lords (specially in CC)
More abilities for the Void Dragon/Outsider essences but also make all C'tan essences less overpowered or remove them
Most Wargear is too strong
Gauss is too strong (change to rending/ even rending too strong)
Symbols need to be removed
Ld 10/Stuborn/FNP is too way much together
Tomb Lord is too strong / bad for Fluff maybe change to the Tomb Stalker
Monolith too cheap (even if it doesn't allow reroll of FNP)
Tomb Spyders help FNP (+1 on the roll is the most present idea)
FNP on entire army (even non necrons)
FOs are at the same time in need of a buff (and increase in points) and are too strong for points

What I think is:

I need to tone down the higher tier lords (specially in CC):

Lower stats and pts? BS/WS 4 for bronze/silver 5 for gold/platinum

More abilities for the Void Dragon/Outsider essences but also make all C'tan essences less overpowered or remove them:

I'd like to tone them down and maybe make them last 1 or 2 turns, rather than get rid of them.

Most Wargear is too strong:

Point increase and/or decrease in power for:
Lord Claws
Ress Orb
VOD
Phylactery
Gauss Sigils
Chronometron
Nightmare Shroud
Disruption field (on scarabs)

Gauss is too strong (change to rending/ even rending too strong):

I admit, I like it the way it is. But that may change.

Symbols need to be removed:

Could agree but like the idea of +1T on most Necrons

Ld 10/Stuborn/FNP is too way much together:

I have a feeling we need for CC as my problem with necrons and combat is that if I have 1 squad of 15 necrons, and I'm hit by a dedicated CC unit, I have a VERY high chance of losing the 15 warriors, that brings me ALOT closer to phase out...

Tomb Lord is too strong / bad for Fluff maybe change to the Tomb Stalker

I agree on a tone down and maybe change to the Tomb Stalker but I thought he was Titan size

Monolith too cheap (even if it doesn't allow reroll of FNP)

Adjust points

Tomb Spyders help FNP (+1 on the roll is the most present idea)

Sure but with a point hike maybe?

FNP on entire army (even non necrons)

Don't really like the idea...

Thanks guys.

I have 2 exams tomorow and 2 the day after and it's late I should go to be so I kinda replied fast, sorry.

But I'm accept feedback and I'm not agaisnt these changes

Thanks

TheEndIsHere (on all 3 forums)

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Made in au
Homicidal Veteran Blood Angel Assault Marine





Melbourne, Australia

Hi

Can I ask why you are looking at changing this so dramatically?

To me it whiffs of cheese.

As it stands, Necrons can be competitive although they are not a "power army".

Making Necrons with 10 Ld, feel no pain, stubborn AND a potential toughness of 5 makes them very broken.

A group of 10 spacemarines rapid firing at a group of 10 necrons would - on average - kill 0.75 necrons - so less than one killed ON AVERAGE. On top of that, when they charge in to attack (if they could after rapid firing), they can expect to kill 0.55 of the necrons - so rapid firing followed by charging (if they could after rapid firing) they can expect to kill approximately one figure.

In return, the 9 Necrons left will kill 0.8 space marines.

Even if they lose the round, they still test at Ld 10 - so a 1 in 12 chance only of bolting - no matter how much they lost the battle by!

On top of that, Guass flayers (like they weren't powerful enough) are now AP1 weapons. Why?

In the same circumstances as above with the Necrons charging, they would get 20 rapid firing shots, they would kill 4.3 marines, perhaps lose one of their number to the start of the assault (unlikely) and then cause another 0.8 wounds.

Not to mention that a necron with an AP1 weapon now has a 2.8% chance per shot to destory ANY VEHICLE!

Personally, I think the list is very broken, however if your gaming group is happy with it, more power to you.

This message was edited 1 time. Last update was at 2009/01/19 05:05:04


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Made in us
Committed Chaos Cult Marine




Lawrence, KS (United States)

I will second the "very broken" verdict.

You have given the Necrons waaay too many advantages, and on top of that, you toned down their weakness, instead of giving them more weaknesses to balance their newfound strength back out (Even if knocking off 5% of phase out is only 5%, it's still decreasing their weakness while giving them all sorts of new power).

tallmantim has basically covered all of the problems I have with the list (Ld 10 + Feel No Pain + Stubborn, Modular, and potential AP1 Gauss Weaponry, all at 20 Points a Warrior?). That, and the Monolith is waaaaay too cheap (it needed a point increase in the first place) for being the best vehicle in the game (a reroll of FNP would be broken anyway, since WBB already has disadvantages in comparison).

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Made in ca
Fresh-Faced New User




We've decided that 230 pts for the mono would be good,

My problem with CC is with phase out, if you lose 15 man squads to CC every turn, phase out is coming QUICKLY.

And with 5th ed's combat, this is VERY likely.

Modular doesn't do anything to warriors as they do not get stat boni (thats the plural right?) because i will be removing the essences.

What would be your alternative to Gauss? Rending?

Or phase out is changed to when a squad is destroyed roll a (leadership test or 4+) and if passed the squad may deepstrike next turn.

Or even better: for each necron downed at the end of the turn, roll a d6, n a 4+ all necrons may join a squad, this does not work if there is no more necrons of that type in play. (EDIT: How bout this, for WBB AND phase out, at the end of your turn, all necron models destroyed, on a 4+, may crawl back together and join a squad of their type, anywhere on the field, maybe models that die within 6" of a TS get + 1 on this roll or they are always allowed this roll, same for Ress Orb?)

I like this, WWB and phase out!

What do you guys think?

Thanks for the feedback guys we'll make this work!

D-End

This message was edited 1 time. Last update was at 2009/01/19 12:18:21


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Made in au
Homicidal Veteran Blood Angel Assault Marine





Melbourne, Australia

Hey

Not sure why you have such a large amount of new rules to try one particular thing?

First off - Necrons have a lot of cool stuff and if played well you should not be phasing out every game.

Secondly, try out a small change - such as instituting stubborn or fearless rules for an additional points cost (say 5 points per model) or in exchange for WBB. This should ensure that your Necrons are not getting owned then simply running away.

Changing the list wholesale IMO will end up with some un-fun games for someone.

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Made in ca
Fresh-Faced New User




It's funner and is a challenge, I'm not using the rules until I actually finish online, and I'm losing alot of power (I was way overpowered). Also I really like thwere this is going ( the whole HQ section might get changed) we get very interesting rules.

I never phased out, but alot of people complain that they play game where they jsut kill the opponent, so you need to kill 2000 pts and they need to kill about 1300 pts, whats faster?...

I don't want small changes unless they work, I wanna try somthing big!

And I'm open to ideas.

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Made in au
Homicidal Veteran Blood Angel Assault Marine





Melbourne, Australia

LOL

Fair enough - have fun with it.

I would say it would be interesting to swap FNP for WBB and look at rending in place of guass.

From a fluff perspective, stubborn is too much for them, as a dedicated assault group SHOULD be able to destroy the unit. If they can't kill them (with FNP and higher toughness) and you can't make them run away (because of stubborn and high ld) the assault groups become pretty useless - nothing short of a tank shock can move a unit off an objective and even then there is a better than 5% chance that the vehicle would be destroyed with the current rules.

I like the idea of the obelisk (from a fluff perspective) - it should definitely be in the Heavy section however. It's a TANK!

And as a little brother to the monolith, should have armour 10/12.

As it stands, I would take three of these guys and immediately rush them to available objectives, then settle them. You are now contesting three objectives with guys that cannot be budged by many armies.

There is no way that I can see this list as less powerful than the current one.
'
Cheers

There are 10 types of people in the world - those who understand binary, and those who don't.

My work in progress thread 
   
Made in ca
Fresh-Faced New User




Dedicated assault squads will be able to kill them, just not 8-20 guys per assault. They very probally will not have T5 and might even lose FNP might even be WS 3, so they are killable in CC, and they don't usually kill stuff.

Elites would have 2 entries, one that is 0-1 and HS would have 4, with no restrictions, I would put them in HS too if not for that.

D-End

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Made in us
Decrepit Dakkanaut






SoCal, USA!

I'm OK with Necrons having FNP and Stubborn. Those make sense.

Phase Out should simply check for the presence of Warrior units, rather than calculating any ratios: If there are ever less than 2 units of Necron Warriors on the board, all other Necrons Phase out and count as destroyed, automatically losing the game.

I don't like Marked Necrons, especially the +1T. No way. For the same points, giving all FNP Necrons T5? Totally broken.

   
Made in ca
Fresh-Faced New User




I don't know what will happen to them.

Phase out I will change.

Symbols will be removed

D-End

MyBrute a free addicting game. 
   
Made in us
Bloodthirsty Bloodletter



Anchorage

I personally don't like the idea of less than 2 units of Warriors = auto lose. I've won several games on the strength of a couple warriors in the only squad of warriors left standing on an objective while the immortals and wraiths got between them and the foe. If it's still going to be around, and I'm not sure it really should at that, it should remain a percentage of the army, though I'm more keen toward a figure like 10% myself.

Otherwise, I like the idea of modular, but truly modular. Have one base stat, that all necrons get, and a standard weapon - and that's your warrior. Then you can start adding some gear, price each piece well, some pieces of gear make you fast attack when you take them, some make you elite, a couple make you heavy, a few extra rules on some of them perhaps to help with balance, I realize it would take a bit of work to do it right. Then just seperate entries for tomb spyders, scarab swarms, HQs and special characters, pariahs, and vehicles.
   
Made in ca
Irked Necron Immortal





yeah, I have to agree with most of the others here, it is a TOTALLY overpowered "codex", taking away some of the important Necron disadvantages and making them wayy too tough...under what cercumstances AT ALL is this LESS powered then the original codex?

This message was edited 2 times. Last update was at 2009/01/20 21:51:34


7000 pts (Not including Gauss Pylon Network)
Alpharius wrote:Meltdown at the Nuclear Over-reactor!
Run! Run! RUN!
Unit1126PLL wrote:Everything is a gunline. Khorne berzerkers have pistols? Gunline unit. Tanks can't assault? They're all, every last one, a gunline. Planes? Gunline. Motorcycles? Mobile gunline. Mono-Khorne daemons? Bloodthirster has shooting attack. Gunline.
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

IF the current Codex were so weak as to be unplayable, then it wouldn't be unreasonable or unjustified to make an across-the-board adjustment to increase power.

However, I do not believe Necrons are currently so underpowered as to require that kind of chnage.

   
Made in ca
Fresh-Faced New User




I've kinda droped the codex, seeing as I made another guy do one, who is alot better, I will be using his.

I knew they were overpowered, I wanted your helpo to tone them down.

But Thanks guys!

D-End

MyBrute a free addicting game. 
   
Made in ca
Irked Necron Immortal





any chance of you posting HIS codex here?

7000 pts (Not including Gauss Pylon Network)
Alpharius wrote:Meltdown at the Nuclear Over-reactor!
Run! Run! RUN!
Unit1126PLL wrote:Everything is a gunline. Khorne berzerkers have pistols? Gunline unit. Tanks can't assault? They're all, every last one, a gunline. Planes? Gunline. Motorcycles? Mobile gunline. Mono-Khorne daemons? Bloodthirster has shooting attack. Gunline.
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Better yet, give a link to it...

   
Made in ca
Frightening Flamer of Tzeentch



in Canada

like the essence and symbols as well as the platinum lords/ other metal lords, you gave a light codex some meat and made the army more versatile. But this was clearly written by a necron player who is not "ever" going to loose a game because the codex you made is extremely overpowered(some things make nob bikers look like pansies lol)
   
Made in ca
Fresh-Faced New User




http://www.warseer.com/forums/showthread.php?t=179277

This is the link.

MyBrute a free addicting game. 
   
 
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