asimo77:
I should probably mention that I don't approach rules from the "simulation" perspective, in that there are no Necrons whose behaviour the rules can simulate. If anything it's the other way around, and the background has to do the work of colouring in the rules with some sort of explanation.
In game terms We'll Be Back means that models can survive unsaved wounds, or beyond ordinary means of inflicting casualties. It has several problems, such as marking the location of casualties, requiring a fair bit of work for a glorified saving throw, and doing nothing to obviate the relatively slow and static nature of most Necrons. Plus it makes the Resurrection Orb a no-brainer, encourages homogeneous armies, and is more "I Still Function!" rather than "We'll Be Back".
I think that's why so many people think replacing We'll Be Back with Feel No Pain is a good idea, since they have identical conditions for activation and negation, the same likelihood of activation, and the same end result while Feel No Pain does away with tracking casualties, units, and so on. But Feel No Pain has the same problem of essentially acting as a save, which doesn't really contribute to gameplay beyond allowing players to attempt to leverage removing that save.
The same thing, making Necrons tougher to kill, can be accomplished by making Necrons harder to kill using the usual hit-wound-save mechanics, rather than adding an additional layer that only works against anti-infantry weapons.
If you still want to think about it in representational terms, simply having a better Toughness or Armour Save or an Invulnerable Save can represent Necron self-repair, but having slowly depleted units of Necrons slog across the board is boring to play with and against regardless of whether or not it represents.
My proposal is intended to create the Necron army that gives it both mobility and an endless swarm of killer robots without changing the fact that individual robots may be slow, and that they tend to bug out if the going gets tough. There was a similar rule for Gaunts in the second 4th edition Codex: Tyranids called "Without Number" where the bugs had the option of disappearing, and then automatically coming in from reserves next turn. My proposal limits their respawn points, their reliability (at least in the early turns of the game), and their army (since it would apply to all Necron units units would compete for respawn points). The increased risk means that their points can be dropped for more models as well, so Necron hordes are more like the pictures of endless hordes spewing from Monoliths.
Thus I like to think my proposal doesn't turn them into Nurgle-bots, and emphasizes their high technology without making them invincible.
If you try it out as described, you might be pleasantly surprised by the game play.
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