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Made in br
Freaky Flayed One





New Westminster, BC - Canada

I just have some thoughs about making Necrons compatible with 5th and the current meta and would like to share them. I'll try to be as cohesive as possible and not create a wall of text so you can actually read everything and comment as you please. Many of these are gathered and combined from other people's ideas mixed with my own.

Now, as much as I would love a whole nex codex with new miniatures and all, my first priority is to be able to compete with a little more variation to the list and not have to play high-risk lists. With this in mind I devised a group of rules that could fit in a PDF or White Dwarf article.

Here are my proposed changes: Codex Necron by Arhurt

==================================================================

Summary:
The main changes are the way WBB works and the improvement on the Gauss rules. With it, necrons are no longer required to keep close formations and do not have to fear having all their units wiped and denied of WBB. The new Gauss rules make Necron weapons very powerful against any kind of target. Veil of Darkness lords teleporting a unit of warriors near the enemy to rapid fire are a serious threat.
The changes to the Necron Lord's wargear also allows for some interesting tactics, such as Fleeting Wraiths or Scarab Swarms. The Disruption Field of the Lord could result in giant units of tank hunting scarabs.

This message was edited 3 times. Last update was at 2009/09/30 05:58:56


-- Arhurt
Wargaming Rebel - My Personal Blog

Dakhma Dynasty - My Necron army with unique convertions
 
   
Made in gb
Deadshot Weapon Moderati





Rochdale (GW Manchester)

Personally i think the necron codex does need to be brought up to date with the new rules as it is the oldest codex currently still in use. Maybe a new codex on the website since the concept is fine it just needs a few tweaks (more than the FAQ's can be)

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I agree with your changes... however as a final aside, I think necron warriors should have slow and purposeful. They walk very slowly, relying on teleportation to get them around the map. as a tradeoff, they can advance slowly and put out some serious ranged firepower.
   
Made in br
Freaky Flayed One





New Westminster, BC - Canada

The Acolyte wrote:Personally i think the necron codex does need to be brought up to date with the new rules as it is the oldest codex currently still in use. Maybe a new codex on the website since the concept is fine it just needs a few tweaks (more than the FAQ's can be)


I agree, that's exactly what I propose here.

As I understand, after laying wit Necrons extensively, is that they have always lacked having many options. When 5th ed came with the new vehicle damage table and CC resolutions (mainly sweeping advance) it just made it so much harder for the cron player.

My idea behind these suggestions where to show how a PDF or White Dwarf article could bring new flavor to necrons, simplify the rules and make them viable again.

My main goals where to offer a little bit of varitey to army compositions, make all units at least worth their cost. increase synergy of units and simplify gameplay (mainly WBB).

Do you think I have acheived those goals? Is there anything is there that is obviously overpowered? Underpowered?

-- Arhurt
Wargaming Rebel - My Personal Blog

Dakhma Dynasty - My Necron army with unique convertions
 
   
Made in ca
Fresh-Faced New User




How come you get replies and I don't?

Also NO to SaP: They are not random, necrons (warriors and immortals) should not be allwoed to run.

D-End

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Made in br
Freaky Flayed One





New Westminster, BC - Canada

Tweak to the Phase Out deepstriking making it less powerfull by limiting where the models can enter play:

Phase Out: When necron units fail a leadership test, they do not retreat or despair. They simply Phase Out and dissapear in thin air to return to the fight later. Any models that Phase Out are placed in reserve and must return to the game in the begining of the Necron Player's movement phase. They can either re-enter play emerging from a Monolith's portal or Deep Strike in. When Deep-striking after phasing out the models must deep strike in their deployment zone and at least 12'' away from any enemy models. They are considered to have regrouped. Enemies that where in CC with Necrons that phase out may consolidate.
When a Necron force falls under 25% of the number of original Necron models, the entire force Phases Out and the necrons leave the battle entirely. Phase Out occurs at the beggining of the Necron Player's movement phase.


Automatically Appended Next Post:
Just to show how this WBB and Phase Out rules work out:

TheEndIsHere;3994443 wrote:Pretend I kill 14 necrons out of 20 and 7 die , 7 are repaired and the other 8 phase out, I will have had 3 units, the orginal 1, the new original one made out of 8 models and the WBBed one after the other phased out, how does that work for KP?


Lets see.


  • 20 man Warrior squad is fired upon.
    14 unsaved wounds.
    Necron player rolls 14 WBB
    7 necrons are removed from play because they fail their WBB.


  • The unit is now composed of 8 standing necrons and 7 dead necrons that will repair.


  • Necron player rolls for Leadership and fails.
    The entire unit Phases Out, including the 7 dead Necrons.
    No killpoints are awarded yet unless game ends and Warriors are still in reserve.


  • Necron player turn begins, he brings back his unit with the 15 Necrons that Phased Out.

    In this situation the opponent has scored no killpoint, since the unit is still in game. If the game ended before they could make it to the board they are treated as casualties (just like crons that where to enter from a portal and their mono is destroyed).

    Now another scenario.


  • 20 Warriors stand.
    Warriors are shot down to 10 models.
    Of the 10 WBB rolls, only 5 make it and are left on the table.
    10 necrons still standing are charged by Khorne Bezerkers that manage to kill all of them.
    All 10 WBB fail
    If game ends, opponent scores 1 Killpoint.
    If game continues, Necrons that where "dead" rise up again and the unit is still in play. No killpoints awarded.


  • Another scenario.


  • 20 Warriors are there happy necroing about.
    In comes a Blast from a not-so-friendly Leman Russ and kills all 20 necrons!
    10 Make their WBB rolls and are left laying on the ground.


  • Game ends and they are there laying on the ground. Opponent scores a Killpoint for the unit, as it was dead at game's end.


    Automatically Appended Next Post:
    Well, take a look and tell me what you guys think: Codex Necron by Arhurt

    This message was edited 3 times. Last update was at 2009/09/30 05:59:02


    -- Arhurt
    Wargaming Rebel - My Personal Blog

    Dakhma Dynasty - My Necron army with unique convertions
     
       
    Made in us
    Regular Dakkanaut





    I like these changes a lot.

    The Heavy D might be worth the points, but 80 pts for 1 wound is very frightening...

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    Made in ie
    Frightening Flamer of Tzeentch





    I haven't read other posts, but some comments on the PDF

    The WBB rules, are simpler but they allow your enemy to know who is getting up earlier than they would in the current rules.

    Your Phase Out is fairly similar to the old Without Number rule. Perhaps that would be cool. It also ties in with the whole We are Legion.

    I like your Teleport, but it might be simpler to be able to Teleport into Terrain no problems, but obviously not into enemy units.

    On the Particle Whip, there isn't really any point of the AP1 for the dude under the hole as this hit can be distributed to any model in the squad (unless of course its a vehicle). So perhaps AP1 against Vehicles and AP 3 vs everything else.

    Gaze of Flame would simply be Defensive Grenades plus the Leadersip stuff.

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    Made in br
    Freaky Flayed One





    New Westminster, BC - Canada

    Thanks a lot guys! I'm glad you liked it.

    Here is the new version, and changelog.

    Necron Codex by Arhurt v0102

    - Addressed Phase Out units not having valid locations to enter the battlefield.
    - Removed the Necron Teleportation rule.
    - Changed the way Gauss works. Now they are Rending against infantry and Glance with AP1 against vehicles.
    - Decreased Immortal S to 4, decreased cost to 25.
    - Decreased FO cost to 15.
    - Decreased Necron Warrior WS to 2, decreased cost to 15.
    - Clarified Wraith barbed tail attacks.
    - Destroyers and Heavy Destroyers have T 5, reduced Heavy Destroyer cost to 75.
    - Scarab Swarms lose the Eternal Warrior rule.
    - Tomb Spiders reconstruction only boosts Scarabs. Tomb Spiders only boost WBB of units it has joined and may no longer create Scarabs when joined to a unit.
    - Corrected a lot of spelling errors.
    - Removed the Heavy Gauss Cannon from The Forgotten.

    I hope that with these tweaks everything is more balanced and streamlined.

    About Gauss rules
    I still don't want to simply give Gauss rending because then the chance of Necron Warriors Glancing AV 14 are greatly diminished. Thus I have given rending against Toughness targets and a special rile against Armor.

    About WBB vs FNP
    I agree that FNP is a lot easier to understand and implement, but IMHO the act of leaving the warriors laying on their back so that at the start of your turn you have to literally bring them back from the dead is just too cool and fluffy to ditch. My writing of the WBB rules is quite simple to execute really, here are a few good examples that I wrote when asked about situations that would break under the oficial WBB rules.





    Automatically Appended Next Post:

    Edit: just imagine...

    Platinum Lord (Warscythe, Destroyer Body, Chronometron, Gaze of Flame, Phase Shifter, Phylactery, Resurrection Orb) = 310pts he costs more than a Deceiver!
    WS 5 / BS 5 / S 6 / T 6 / W 3 / I 4 / A 3 / Ld 10 / Sv 2+ (4+ inv.)
    Moves as a Jetbike, has "Fleet", Ignores all saves, May come back with up to 3 wounds, Reduces your LD, has a RO.
    Add a unit of Wraith and you have a fearsome (and expensive, 430pts) Close Combat setup to support your warriors.

    This message was edited 1 time. Last update was at 2009/09/30 16:51:20


    -- Arhurt
    Wargaming Rebel - My Personal Blog

    Dakhma Dynasty - My Necron army with unique convertions
     
       
    Made in gb
    Tail-spinning Tomb Blade Pilot




    Phoenix, Arizona

    I want to start by saying although i have a lot of suggestions this is by far one of the best fandexs yet, so congrats!

    I would say that Necron Warriors should not be so cheep, having the ability to destroy any tank every 1 in 54 shots assuming no cover saves and cause a reasonably significant amount of wounds to even terminators is worth a lot in my opinion. Along with the upgraded defense against sweeping advance (new phase out rules) and the upgrade to wbb i think they need to be more expensive. The only thing that is worse is the ws2, while warriors were imho overpriced (and useless) i think that lowering the price 3 points, while buffing them is over the top. Instead I would keep them the same (maybe also i1 which is a rumor) or move them to about 20.

    Not quite sure if the same can be said about the flayed ones as they are still useless against most units they need to be good against because they are all fearless it seems these days so 15 points might be a good price for them, even though I would probably say bump it back to 16-18.

    Not sure why you lowered the immortals as well, although i do not necessarily mind, but I think with the additional rules that is bonus enough to keep at 28 possibly move to 30 (or give similar nerfs as suggested/given to warriors then maybe 25)

    I actually think the H Destroyer can actually be lowered in points some more given I think he was overpriced in the previous addition and while the rules you give him make him useful he is still too expensive maybe 70. Especially because he cannot move 12 and fire, and because there is much less incentive to take him now that normal destroyers can do the two things that originally only the heavy destroyer could do, kill tanks, and kill models with an armor save of 2. at the present rule set i would only take normal destroyers. (for every 2 H gauss cannons i can have 3 gauss cannons which means usually 6 hits and so one glancing at ap1, possibly a penetrating because i can move 12" and fire and they are much more versatile)

    For simplification, maybe gaze of flames as defensive grenades and -1 Ld to enemies in combat

    Your obelisk, good idea, though some might complain because it is really cheap for 14/14/14 (although it cannot do a whole lot without the upgrade) I would not change it but just a warning that 3 with the upgrade is 540 which is not bad for 3 deepstriking av14 things that can shoot heavy bolters at everything.

    Like i said i have a lot of comments, but they are all pretty minor and love the rule set just think it may have gone over the top on the last round of buffing.

    This message was edited 1 time. Last update was at 2009/09/30 18:18:11


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    Made in br
    Freaky Flayed One





    New Westminster, BC - Canada

    Thanks man!

    Here is the latest version: Necron Codex by Arhurt - v0200 (PDF - 3Mb)

    Changes include:
    - Added pictures of my Necron models!
    - Added Apocalypse Datasheets at the end. They are not the focus of the project so may be way imbalanced.
    - Adressed Necron and Immortal costs due to the change on Gauss rule against infantry. They cost 20 and 30 points now.

    I think that all that is needed now is some playtesting to get the points cost truly balanced.

    This message was edited 1 time. Last update was at 2009/09/30 21:46:09


    -- Arhurt
    Wargaming Rebel - My Personal Blog

    Dakhma Dynasty - My Necron army with unique convertions
     
       
     
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