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Made in fi
Hooded Inquisitorial Interrogator






The biggest thing to change is the lack of options. I bet GW adds so many options that any veteran necron player has to buy a new box of miniatures for each unit because they did not have options before!
   
Made in us
Nasty Nob






Joplin, Missouri

What about if the Immortals and/or Flayed ones were intergrated into the Warrior squads? That way you can get the firepower from the Immortals (like a HW upgrade in nearly every other army) and a CC specialist.

You could also have squads of Immortals and Flayed ones in their respective FOC slots (concentrations of elite warriors).

I think WBB will be replaced by FNP. It makes perfect sense. WBB now is like the old Brettonian Arrowhead formation. It certainly looks pretty, but doesn't fit the rules and/or playing methods. That's why they changed it. The brettonians effectively have the same rules (i.e. outside models still got to use lances), but it cleaned up how they are played.

My other recommendations are as follows:
Every unit may deepstrike (more from a fluff standpoint). If it would touch an enemy unit they immediately stop (like the SM drop pod stabilizers thing). For every Monolith on table add +1 to reserve rolls.

Warriors: Points adjustment, Silent Death-(the horror of silent metal warriors looking into your soul). Pass leadership test (whether charged or charging), or suffer a -1 to leadership for this CC phase. Even effects Stubborn troops. Stubborn. Keep Gauss weapons the same.
Scarabs: Make troops, possibly two types. Builder scarabs and attack scarabs. Builder scarabs help with WBB or FNP (maybe # of re-rolls dependant on number of bases within 6-12"). Attack scarabs could have rending (as they swarm their victem in black death). Reduce S and T to 2 on both. Points adjustment.
Wraiths: Power weapons, deep strike
Destroyers: One unit with weapon options.
Monolith: Change living metal to a 4+ obscurement save. Defensive grenades (that way if somebody attacks, the protective energies of the Monolith will deter attackers).
Necron Lord: 2 choices, Necron Master (standard issue lord with current options) and Necron Terror Lord (beefed up stats with built-in res orb and has access to Gauss Powers). Gauss powers are essentially Psychic powers. Ignores Perils of the Warp and can select/use multiple powers. Everything from a ground shaking Gauss blast centered on the NTL to Reshape metal (re-roll failed FNPs).
Pariahs: give two wounds. Change Psychic Abomination to an area attack.
Tomb spyders: Can still poop scarabs, but without risk to itself. Add another wound.

Other stuff:
I think it was rumored at some point, but add a Walker. Essentially a giant Tomb spyder or a giant Wraith. Maybe even a wraithlord like necron.

This message was edited 1 time. Last update was at 2009/06/15 20:58:41


"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in us
Sneaky Kommando






1 if games work shop lowered prices for necrons
2 give power weapons to some
3 make it to where they dont get completely destroyed in cc
4 more inv saves

PAINT FOR THE PAINT GOD MODELS FOR THE MODEL THRONE 
   
Made in ca
Irked Necron Immortal





As you read this, Note I am not some uber pro Necron player, nor do I think any of these ideas are completely stupid, I am just trying to provide some more input, please don't take offense...



It wrote:Do you think giving warriors and Immortals Slow and purposeful would be more fitting to there background? Or is it just overkill?

I think slow and purposeful would make Warriors and Immortals way too slow, especially as they are the main troops....




What about if the Immortals and/or Flayed ones were intergrated into the Warrior squads? That way you can get the firepower from the Immortals (like a HW upgrade in nearly every other army) and a CC specialist.
But why? It doesn't fit the fluff at all, and the addition of that ONE guy with not that different weapon won't make too much of a difference (as compared to say a ML for tac squads, which actually gives them a new weapon type).


I think WBB will be replaced by FNP. It makes perfect sense. WBB now is like the old Brettonian Arrowhead formation. It certainly looks pretty, but doesn't fit the rules and/or playing methods. That's why they changed it. The brettonians effectively have the same rules (i.e. outside models still got to use lances), but it cleaned up how they are played.
As many have said, that's quite a possibility, however I still think they should keep WBB, even if it's like "WBB: All Necrons have FNP, with the following addons (for stuff like res orbs, tomb spiders, multi-wound models, ect ect)" although I really like the system as it is now...


My other recommendations are as follows:
Every unit may deepstrike (more from a fluff standpoint). If it would touch an enemy unit they immediately stop (like the SM drop pod stabilizers thing). For every Monolith on table add +1 to reserve rolls.
Interesting, however the problems I see with this are: 1)If you have a fully CC army, get into CC 2nd turn, especially if they don't die from touching enemies. 2)Seems like a rip-off of the demon deployment



Warriors: Points adjustment, Silent Death-(the horror of silent metal warriors looking into your soul). Pass leadership test (whether charged or charging), or suffer a -1 to leadership for this CC phase. Even effects Stubborn troops. Stubborn. Keep Gauss weapons the same.
Scarabs: Make troops, possibly two types. Builder scarabs and attack scarabs. Builder scarabs help with WBB or FNP (maybe # of re-rolls dependant on number of bases within 6-12"). Attack scarabs could have rending (as they swarm their victem in black death). Reduce S and T to 2 on both. Points adjustment.
Wraiths: Power weapons, deep strike
Destroyers: One unit with weapon options.
This all seems cool, not sure about the scarab "types" though, but could be cool. Also, I've always thought that Wraiths should get either: 1)2 wounds or 2)Some cool ability (like a 2+ invulnerable while Turbo-Boosting, to represent phasing in and out, for example). Price change to match.



Monolith: Change living metal to a 4+ obscurement save. Defensive grenades (that way if somebody attacks, the protective energies of the Monolith will deter attackers).
I have to say, as I have said many times before: The Monolith SHOULD be the toughest Non-Apoc Tank in the game. Removing living metal means that it is suddenly only as strong as a LR in cover, the only way this would be better if it was say a 2+ or 3+ save (2+ is a bit extreme though) Although I think Living Metal should stay as-is.


Necron Lord: 2 choices, Necron Master (standard issue lord with current options) and Necron Terror Lord (beefed up stats with built-in res orb and has access to Gauss Powers). Gauss powers are essentially Psychic powers. Ignores Perils of the Warp and can select/use multiple powers. Everything from a ground shaking Gauss blast centered on the NTL to Reshape metal (re-roll failed FNPs).
Cool powers, but I don't see why we need two types of lords, there could just be like a couple upgrades, and each of those upgrades gives the Lord a couple of those powers...that way, you could deck out a lord, give him all those powers, which would be expensive, or JUST buy him one or two powers, for a cheaper, but still unique, lord. Also, I think the 100pt Limit on wargear should be removed...like come on, if we want a 300pt lord, LET US HAVE ONE!


Pariahs: give two wounds. Change Psychic Abomination to an area attack.
Tomb spyders: Can still poop scarabs, but without risk to itself. Add another wound.
Both good...the Psychic Abomination IS an area attack though...? "All psykers within 6"..."...although I think that range should be increased.


I think it was rumored at some point, but add a Walker. Essentially a giant Tomb spyder or a giant Wraith. Maybe even a wraithlord like necron.
Interesting, might be hard to fit the fluff though, and I'm not sure how useful it'd be...

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
Stalwart Tribune




Olympus Mons

Eight Ball wrote:As you read this, Note I am not some uber pro Necron player, nor do I think any of these ideas are completely stupid, I am just trying to provide some more input, please don't take offense...
It wrote:Do you think giving warriors and Immortals Slow and purposeful would be more fitting to there background? Or is it just overkill?

I think slow and purposeful would make Warriors and Immortals way too slow, especially as they are the main troops....
I agree, 5th edition even more a game of mobility then 4th, and necron need to keep something that resembles it. Relentless could work, but SaP would make them almost unmovable.

What about if the Immortals and/or Flayed ones were intergrated into the Warrior squads? That way you can get the firepower from the Immortals (like a HW upgrade in nearly every other army) and a CC specialist.
But why? It doesn't fit the fluff at all, and the addition of that ONE guy with not that different weapon won't make too much of a difference (as compared to say a ML for tac squads, which actually gives them a new weapon type).
Again, I'd agree, Necron, it seems, have always been about uniformity. I'd leave the options to squad options, rather then single model upgrades.

I think WBB will be replaced by FNP. It makes perfect sense. WBB now is like the old Brettonian Arrowhead formation. It certainly looks pretty, but doesn't fit the rules and/or playing methods. That's why they changed it. The brettonians effectively have the same rules (i.e. outside models still got to use lances), but it cleaned up how they are played.
As many have said, that's quite a possibility, however I still think they should keep WBB, even if it's like "WBB: All Necrons have FNP, with the following addons (for stuff like res orbs, tomb spiders, multi-wound models, ect ect)" although I really like the system as it is now...
The problem with the current system is that it having what is basicly a Delayed FNP creates both rule complications, as well as confusion for non-necron players. There's no reason why Resorbs etc couldn't be modified to 'allows re-rolls of FNP rolls'.

My other recommendations are as follows:
Every unit may deepstrike (more from a fluff standpoint). If it would touch an enemy unit they immediately stop (like the SM drop pod stabilizers thing). For every Monolith on table add +1 to reserve rolls.
Interesting, however the problems I see with this are: 1)If you have a fully CC army, get into CC 2nd turn, especially if they don't die from touching enemies. 2)Seems like a rip-off of the demon deployment
I think the current Monolth entery method is fine, and remains unique, as opposed to replicating SM or Deamons. Uniqueness, in a lot of ways, is what's really missing from the necron codex. Its nice to seem the handle differently.



Warriors: Points adjustment, Silent Death-(the horror of silent metal warriors looking into your soul). Pass leadership test (whether charged or charging), or suffer a -1 to leadership for this CC phase. Even effects Stubborn troops. Stubborn. Keep Gauss weapons the same.
It's hard to argue that metal necron are more scary then tyranids or deamons. I do like current gauss weapons, and with the new vehicle rules they aren't super-awsome anti-tank like they used to be. They actualy do have to rip vehicles appart piece by piece. The only other possablitily I can think of is to make all Gauss weapons never wound on worse then a 4+ That would help repersent their ability to take down almost anything (even Monsterus creatures)
Scarabs: Make troops, possibly two types. Builder scarabs and attack scarabs. Builder scarabs help with WBB or FNP (maybe # of re-rolls dependant on number of bases within 6-12"). Attack scarabs could have rending (as they swarm their victem in black death). Reduce S and T to 2 on both. Points adjustment.
This could work.
Wraiths: Power weapons, deep strike
This seems exessive to me. Maybe rending weapons.
Destroyers: One unit with weapon options.
Again, you come to the usual uniformity of the army. Still they could be one entry with options to change the whole units weapons for a given price/model.


Monolith: Change living metal to a 4+ obscurement save. Defensive grenades (that way if somebody attacks, the protective energies of the Monolith will deter attackers).
I have to say, as I have said many times before: The Monolith SHOULD be the toughest Non-Apoc Tank in the game. Removing living metal means that it is suddenly only as strong as a LR in cover, the only way this would be better if it was say a 2+ or 3+ save (2+ is a bit extreme though) Although I think Living Metal should stay as-is.
I like living metal, if only because it's the only hard tank with an answer to the suddenly common melta-spam. If you do want to change it however, could have it force a -1 modifier on the damage table rolls.

Necron Lord: 2 choices, Necron Master (standard issue lord with current options) and Necron Terror Lord (beefed up stats with built-in res orb and has access to Gauss Powers). Gauss powers are essentially Psychic powers. Ignores Perils of the Warp and can select/use multiple powers. Everything from a ground shaking Gauss blast centered on the NTL to Reshape metal (re-roll failed FNPs).
Cool powers, but I don't see why we need two types of lords, there could just be like a couple upgrades, and each of those upgrades gives the Lord a couple of those powers...that way, you could deck out a lord, give him all those powers, which would be expensive, or JUST buy him one or two powers, for a cheaper, but still unique, lord. Also, I think the 100pt Limit on wargear should be removed...like come on, if we want a 300pt lord, LET US HAVE ONE!
The real use of multiple types of lord would be to change the units avaliable/FOC. Simmilar to Mekboys or Warbosses.

Pariahs: give two wounds. Change Psychic Abomination to an area attack.
Tomb spyders: Can still poop scarabs, but without risk to itself. Add another wound.
Both good...the Psychic Abomination IS an area attack though...? "All psykers within 6"..."...although I think that range should be increased.
I think Psychic abomination is fine as it is, making them Necron models might be nice though.


I think it was rumored at some point, but add a Walker. Essentially a giant Tomb spyder or a giant Wraith. Maybe even a wraithlord like necron.
Interesting, might be hard to fit the fluff though, and I'm not sure how useful it'd be...
It could be, but if were adding a vehicle, I'd rather have a mini-monolith.

Also, in regards to the sweeping advance complaints, I present this option as part of the Necron special rules. "Necron are masters of teleportation and phase technology relying on it when they would otherwise be destoryed. If a Necron unit would be destroyed by a sweeping advance, resolve hits as per the 'no retreat rule' then remove it from the table and place it in reserves instead. The unit comes on as normal from there. (via reserves roll then monolith, deepstirke or walk on etc)"

2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. 
   
Made in ca
Irked Necron Immortal





I think WBB will be replaced by FNP. It makes perfect sense. WBB now is like the old Brettonian Arrowhead formation. It certainly looks pretty, but doesn't fit the rules and/or playing methods. That's why they changed it. The brettonians effectively have the same rules (i.e. outside models still got to use lances), but it cleaned up how they are played.
As many have said, that's quite a possibility, however I still think they should keep WBB, even if it's like "WBB: All Necrons have FNP, with the following addons (for stuff like res orbs, tomb spiders, multi-wound models, ect ect)" although I really like the system as it is now...
The problem with the current system is that it having what is basicly a Delayed FNP creates both rule complications, as well as confusion for non-necron players. There's no reason why Resorbs etc couldn't be modified to 'allows re-rolls of FNP rolls'.
Yeah, so if WBB's getting replaced by FNP, just have the Codex say: "We'll Be Back: Any models with the Necron Special Rule gain the FNP USR. Ressurection Orbs allow models to always roll FNP, tomb spiders do this and that, ect"





Wraiths: Power weapons, deep strike
This seems exessive to me. Maybe rending weapons.
Okay, I don't think they should deep strike (as they can already turboboost), however Wraiths need either:
-2+ Invulnerable
-2 Wounds
-Power Weapons
To become useful, even if they do get a slight point increase.





Destroyers: One unit with weapon options.
Again, you come to the usual uniformity of the army. Still they could be one entry with options to change the whole units weapons for a given price/model.
Yeah, that's what I thought too, make it so the entire squad could swap weapons (Not sure for what though), but keep the entire squad the same.





Monolith: Change living metal to a 4+ obscurement save. Defensive grenades (that way if somebody attacks, the protective energies of the Monolith will deter attackers).
I have to say, as I have said many times before: The Monolith SHOULD be the toughest Non-Apoc Tank in the game. Removing living metal means that it is suddenly only as strong as a LR in cover, the only way this would be better if it was say a 2+ or 3+ save (2+ is a bit extreme though) Although I think Living Metal should stay as-is.
I like living metal, if only because it's the only hard tank with an answer to the suddenly common melta-spam. If you do want to change it however, could have it force a -1 modifier on the damage table rolls.
Yeah, but realistically, what we need is either:
-A 4+ Cover Save always PLUS a -1 Modifier
-Living Metal
Again, I love Living Metal a LOT more, just because it makes the Monolith so strong, and is a real middle-finger to meltas (which is always nice)





Necron Lord: 2 choices, Necron Master (standard issue lord with current options) and Necron Terror Lord (beefed up stats with built-in res orb and has access to Gauss Powers). Gauss powers are essentially Psychic powers. Ignores Perils of the Warp and can select/use multiple powers. Everything from a ground shaking Gauss blast centered on the NTL to Reshape metal (re-roll failed FNPs).
Cool powers, but I don't see why we need two types of lords, there could just be like a couple upgrades, and each of those upgrades gives the Lord a couple of those powers...that way, you could deck out a lord, give him all those powers, which would be expensive, or JUST buy him one or two powers, for a cheaper, but still unique, lord. Also, I think the 100pt Limit on wargear should be removed...like come on, if we want a 300pt lord, LET US HAVE ONE!
The real use of multiple types of lord would be to change the units avaliable/FOC. Simmilar to Mekboys or Warbosses.
Yeah, the only real reason I saw the need for more than one Lord type is to allow other stuff to act as troops (Like Destroyers or Flayed Ones.....or Immortals, that would be nice)





I think it was rumored at some point, but add a Walker. Essentially a giant Tomb spyder or a giant Wraith. Maybe even a wraithlord like necron.
Interesting, might be hard to fit the fluff though, and I'm not sure how useful it'd be...
It could be, but if were adding a vehicle, I'd rather have a mini-monolith.
Mini-Monoliths would be epic! Not sure where they'd sit in the FOC chart though...





Also, in regards to the sweeping advance complaints, I present this option as part of the Necron special rules. "Necron are masters of teleportation and phase technology relying on it when they would otherwise be destoryed. If a Necron unit would be destroyed by a sweeping advance, resolve hits as per the 'no retreat rule' then remove it from the table and place it in reserves instead. The unit comes on as normal from there. (via reserves roll then monolith, deepstirke or walk on etc)"
That would be cool actually...

This message was edited 3 times. Last update was at 2009/06/16 02:10:38


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
Nasty Nob






Joplin, Missouri

Another thought I had was that all Necrons should have something like 'Cold Blooded' in the Lizardmen army. 3d6 for Leadership and Morale, you may discard the highest dice.

I suggested the option for the Deep Strike in the army because in the few times I've read any fluff on Necrons it seems that they either appear out of nowhere or they come out of the walls, jungle, or whatever.

I agree with you guy's thoughts on keeping the Monolith the same and uniformity in squads.

My idea for the Pariahs and their area attack was that they focus and project their Psychic Abomination attack. Maybe something like the PBS attack.

A mini-monolith could act as conduits of Gauss power (maybe called it an obelisk or something). They could be purchased as dedicated transports (though not really a true transport). They could work with the monolith in a way. Something I thought of was similar to the Monolith matrix thing in Apoc. If you have a Obelisk within a certain range of the Monolith you can discharge Gauss power between the different nodes. Draw a line between each Obelisk and the Monolith. Any enemy units between Obelisk A and Obelisk B suffer 1d6 Gauss Weapon hits (vehicles are hit on side armor), any enemy units between Obelisk B and the Monolith suffer 2d6 Gauss Weapon hits. This would make enemy units hesitant to park between the Obelisks and/or the Monolith.

I wanted to present the idea of multiple HQ choices because one unit choice is never enough for the FOC. I know Necrons lover their uniformity, but from a force building aspect you need some choices. Maybe something like a Master of the Forge (Living-metal forge)? Powerful ranged attacks and the ability to fortify and/or give re-rolls to the Necrons.

C'Tan need to go bye, bye. I don't think they're broken or anything, they just don't seem to fit the scale of the game.

"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in us
Stalwart Tribune




Olympus Mons

The entire army is already LD10, and moral doesn't do that much in 40k outside of losing CC. And you don't exactly want your necron warriors hanging around in close combat any longer then they have to.

Your right, Deap stirke does fit the fluff, for that mater so does infultrate (they appear all around you!). Infact, setting up as infultraters might work better. In many ways though, it doesn't help the Necron to much, as a mostly shooting army that wants to avoid Close Combat.

If anything is done with the monolith, I think it should become more powerful (and expensive). There should be genuite fear when a monolith hits the board. Particularly if the Phase Out rule is maintianed, the that should be the primary way of removing a monolith.

The Obolisk (stealing your name for it), could be a lighter version of the Monolith Like 13/13/13 or 12/12/12 and Living Metal, and only able to do the portal thing if there is a monolith on the board. They could be heavy support as well, perhaps with 1-3 per choice if they don't seem to be avaliable enough.

Name wise, we could use the Bronze/Sliver/Gold lords as described in the Apoc book. Bronzes may have more spiders and such to repersent them maintaining the tomb, Slivers are 'normal' and Golds have Uber' units more avaliable being the primary harvesters.

I agree about the C'tan. They're gods. They should be 2500pts in apoc or something.

2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. 
   
Made in gb
Bloodtracker




I dread to think...

I heard down at my FLGS that there might be different types of Lord, like a Wraith-lord (ignore the Eldar reference) which is a lord with a Waith body. That sounds pretty cool, doesn't it?

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Made in us
Sneaky Kommando






indeed it does

PAINT FOR THE PAINT GOD MODELS FOR THE MODEL THRONE 
   
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Longtime Dakkanaut




Long Beach, CA

Personally I do not think they are broken. The first Ard boyz winner was a necron player.

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
Made in ca
Irked Necron Immortal





smart_alex: You don't feel WHAT are broken?

Assuming you mean the Necrons themselves, the point is this, when was "the first Ard Boyz"? Was it 5th edition? If not, there's the problem. In 5th edition, Necrons have been screwed over, primarily (but not only) due to the change in the damage charts (can't kill in one glance anymore), and especially in mechanized lists, this really removes one of the Necrons' main advantages....

That said, I still think they are a great race (my main and only) and I don't think they are super under powered....but their are obviously reasons why not many people play them, and why they apparently don't fare well in competitive play...

This message was edited 1 time. Last update was at 2009/06/17 04:13:44


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
Irked Necron Immortal



Columbia, South Carolina

WBB isn't complicated. Who are all these folks that are getting confused by it?

As for hand to hand, give'em fearless and you can leave I2 as it fits them. That way I'm not completely boned in HtH and it keeps them slow. Seems like a good fit to me. I could also see Stubborn as well.

Gauss rule take away the -2. Maybe make it -1 so they can still blast vehicles. The army to my mind has never been about high AP shots. It has always been about lots of shots.

Wraiths I'd like to see have rending weapons. When I read the fluff that's what they made it sound like. I have to say I was disappointed.

My bet is if we see a new vehicle for them it'll be the giant scarab that was in the latest Soul Drinker novel.

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Made in us
Stalwart Tribune




Olympus Mons

It's not that WBB is complicated as in 'I don't get it', its complicated in terms of rules design because it falls outside the normal scope of the game. Having models that are "sorta-there" and "sorta-part of this unit" leads to a number of rule interaction questions that could be avoided by creating a more direct rule.

I don't agree with Fearless, mostly because I don't think we need another fearless army. I'd also be more useful to them to be able to successfuly remove themselves from combat then be suck in for an entire game.

I was never happy that Gauss rifles could cause insta-death to vehicles. I personaly like the idea that Gauss Rifles have to rip off all the weaponry and imobalize a vehicle before it finaly falls apart. I think the better way to address this is to find a way to produce more shots, as well as some better heavy shots from vehicles like the Monolith.

Rending for the Wraiths might be a nice compermise between normal and PW attacks.

It's possable they'll get a walker, but the rumor mill has been leaning to a mini-monolith. But the GW designers don't seem to read many of the BL books. (nor do the book writers nessisaraly seem to read much of the GW fluff sometimes)

2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. 
   
Made in us
Nasty Nob






Joplin, Missouri

How about three tiers of monoliths.
1. Monolith-basically the same, add 10 points but add ignores cover to the Particle whip and Gauss Flux arc.
2. Obelisk-Armor 12-13 all around, living metal, smaller version of the particle whip and Gauss Flux arc.
3. Idol-11 all around, living metal, and a Gauss Flux arc attack against one unit. May be purchased as a 1-3 option (Heavy support).

When you have multiple monoliths choices on the table you can use a chain lightning-like attack between them (if they haven't moved). Starting with the monolith measure from center to center, any enemy units under this line take a number of hits. Continues onto the next monolith, but it decreases in strength.

Maybe if a Necron unit is between the two points you could choose to not make an attack and instead my choose to "charge up" the necron unit. The power of Gauss passes over the unit quickening their reflexes. They are able to move faster as the arcane energies envelop their metal bodies. For the rest of the turn they may either gain one initiative, gain fleet, or gain one to their cover save. Maybe make it a roll on a chart.


"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in ca
Irked Necron Immortal





About Gauss:
Not too sure about this: being able to wreck a vehicle in one shot would be nice, but I think the current system is a bit more balanced (can still wreck vehicles, but takes longer)

Rending for Wraiths: YES
Mini-Monolith: Not too sure about this, it would have to be useful enough to use, but not too useful/op to not use the monolith at all (and also fit the fluff: Could be something like "A monlith that is in the process of creation, but not complete, but still able to fight when necessary")...also not sure about the monlith-lightning thing, but as long as it's balanced, it would be cool.

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.
 
   
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Irked Necron Immortal



Columbia, South Carolina

Mars.Techpriest wrote:It's not that WBB is complicated as in 'I don't get it', its complicated in terms of rules design because it falls outside the normal scope of the game. Having models that are "sorta-there" and "sorta-part of this unit" leads to a number of rule interaction questions that could be avoided by creating a more direct rule.


I'll agree that it is out of the normal flow of a game for non-Necron players. I've played them for a LONG time and I suppose I'm just used to it. Also, while I don't have my codex wtih me, I remember it being pretty clear on when/if those models count as part of the squad. I'd still hate to lose that rule though, if only because its a part of the army to me.

Mars.Techpriest wrote:I don't agree with Fearless, mostly because I don't think we need another fearless army. I'd also be more useful to them to be able to successfuly remove themselves from combat then be suck in for an entire game.


Granted Fearless can be a bit much, but I don't know of another way to keep them from getting completely boned by almost anything in hand to hand. I thought about hit and run for a minute but that REALLY doesn't fit with an army like the necrons. As stated in my earlier post, how do you feel about them being Stubborn?

Mars.Techpriest wrote:I was never happy that Gauss rifles could cause insta-death to vehicles. I personaly like the idea that Gauss Rifles have to rip off all the weaponry and imobalize a vehicle before it finaly falls apart. I think the better way to address this is to find a way to produce more shots, as well as some better heavy shots from vehicles like the Monolith.


Then give me something other than a 235 pt tank that honestly has its hands full already being the only vehicle in my army and a plucky las cannon wielding jetbike. However, I'm particularly biased against the heavy destroyers.

Mars.Techpriest wrote:It's possable they'll get a walker, but the rumor mill has been leaning to a mini-monolith. But the GW designers don't seem to read many of the BL books. (nor do the book writers nessisaraly seem to read much of the GW fluff sometimes)


A buddy of mine converted up a Necron dreadnaught thing that looked AWSOME. I'd much rather have then the 10 billion yr old equivalent of Scooty Puff Jr.

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Nasty Nob






Joplin, Missouri

My thinking of a walker (besides the good 'ol rumor from a while ago) is based on Terminator Salvation. Something roughly humanoid, but still distinctly neconish. Maybe along the lines of a soulgrinder? In the center of the body could be giant crystal like the one on top of the monolith. I would like to see, but I think that it is unlikely to happen.

"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in ca
Irked Necron Immortal





yeah, that doesn't seem to fit the fluff that well....and that's the main problem, WHY would some of these ideas be added?

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.
 
   
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Nasty Nob






Joplin, Missouri

Well, the necrons are a mysterious bunch. Maybe if the Weekly World News still existed in the future we would know a thing or two more.

"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in us
Irked Necron Immortal



Columbia, South Carolina

When I first saw FW's latest offering in the Khorne walker I thought it was Necron. It looks like a giant scarab to me. If we had to do a walker I think it'd fit perfectly. Otherwise it would likely have to be a skimmer model as they don't seem to bother with treads anymore.

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Longtime Dakkanaut





Sarge wrote:When I first saw FW's latest offering in the Khorne walker I thought it was Necron. It looks like a giant scarab to me. If we had to do a walker I think it'd fit perfectly. Otherwise it would likely have to be a skimmer model as they don't seem to bother with treads anymore.


Maybe it will be a necron eventually...since necrons started life as "Chaos Androids" many moons ago.

Jack


The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. 
   
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Longtime Dakkanaut




Long Beach, CA

@ 8 ball. Ah yes that is true. Forgot about that. Side note. I wrote a script recently. 8ball is one of the character's names.

"Do NOT ask me if you can fire the squad you forgot to shoot once we are in the assault phase, EVER!!!"

 
   
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Irked Necron Immortal





smart_alex: Sweet.

But yeah, the real thing is the fluff, and a design to fit it/fit the game...that said, the best options I could see would be:
-Mini-Monolith (but still not sure why)
-Some sort of Giantized Wraith/Destroyer (but again why)

and, pretty good fluff-wise (I have thought some of this idea), would be something like:

Something like a "Constructor Scarab"
-A huge beast that originally helped construct tomb worlds, and is part of the main force behind repairing phased-out necrons
-Obviously a walker profile
-Give it some ability to create it's own scarabs, but could not be targetted separately, or be killed, but would just contribute more S3 attacks in the Constructor's Close Combat (It would get it's own attacks PLUS any Scarabs it has created since game start)
-Make it be able to create like 2/3 scarabs per turn max, but like a tomb spider's artificier, on a 1 nothing happens, but no self-wounding)
-Give it some sort of shooting weapon? (Perhaps a blast weapon similar to a weakened particle whip, or a super Particle Projector (similar to shooting say a twin-linked Heavy Gauss Cannon, or similar?)
-Some enhancement to WBB, make units within 6 or 12 inches get up on a 3+ or something?

Just thought about the above idea, but I think it would fit the fluff, a Giant Tomb Spider with it's scarabs, building tomb worlds...just a thought...but yeah, as I have said, fitting the fluff is such a necessity, especially with a race like the Necrons, creating stuff that makes no sense just won't work well...

This message was edited 2 times. Last update was at 2009/06/19 06:00:32


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.
 
   
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Bloodtracker




I dread to think...

That walker thing sounds SWEEET.

And i definately think that destroyers should have BILLION weapon choices, and could replace heavy destroyers, giving us space for MORE MONOLITHS!!! Unless your defending in Planetstrike...

95% of teens would go into a panic attack if the Jonas brothers were about to jump off the empire state building. Copy and paste this if you are the 5% who would pull up a lawn chair grab some popcorn and yell JUMP BITCHES!!!!!!!!!!!!!
Click on the Daemons. NOW.

 
   
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Nasty Nob






Joplin, Missouri

Heck why not give the option to make CC destroyers?

"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in us
Sybarite Swinging an Agonizer





IMHO Necrons already have close combat potential. It's just all a little broken right now.

Let's see;

Pariahas. Supposed to be an uber CC unit.

Flayed Ones. Supposed to be a sort of 'standard' CC unit

Wraiths. A 'specialty' CC unit

Tomb Spyders and C'tan. MC CC units

GW just needs to FIX these units so they actually work with the army.

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Nasty Nob






Joplin, Missouri

Good point. Now that you look at the list they "idealy" have more CC focused units (as in that's their main thing) than many other armies.

"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms  
   
Made in us
Sybarite Swinging an Agonizer





Yeah, Necrons are definatly and 'in your face' style list in terms of intended style. They were meant to be hard as nails, unrelenting and very capable at medium-close distances.


A few tweaks to (their)combat resolution, a couple of 'easter eggs' for the broken/useless units, and you have a force that would be capable, albiet a touch predictible in a match.

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Stalwart Tribune




Olympus Mons

What about this as a replacement for the Guass Rule.

All Guass weapons count as Poison (4+), and when fired against a vehicle, cause an additional glancing hit if the Armor Penetration roll is 4+

This should both give warriors a way to deal with MC and generate enough glancing hits to destroy a vehicle over the course of a couple turns, while still preventing a golden BB. At least against Vehicles, heavier Guass weapons would continue to gain an advantage over their non-gauss counterparts.

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