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![[Post New]](/s/i/i.gif) 2013/02/14 20:00:01
Subject: Overpowered Necrons?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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RegalPhantom wrote:
There is no way that Necrons is the strongest codex in 6th, and they are nowhere near as bad as GK were in 5th.
the latter may be arguable, but the former probably isn't. No other army is built as well to the core mechanics of the edition as Necrons are.
Nightfighting is both more powerful and more present and Necrons have more ability to manipulate that to their advantage than anyone else. (I've seen more than one game featuring the Stormlord where the Necron player managed to force their opponent to play the entire game under Nightfight conditions).
HP's likewise are a huge game changer, with more ability than anyone else to take advantage of HP destruction through Gauss weaponry, AV13 shields to make HP loss significantly more difficult as a result of being immune or incredibly resistant to most multi-shot weapons that often inflict lots of HP loss on equivalent units in other armies, and of course their dedicated transport for some reason has an extra HP over everyone else's.
SnapShots now play a huge role and the Tesla mechanics fits in with that brilliantly by effectively turning BS1 into BS3 on Tesla equipped units, and on TLTesla weapons firing SnapShots they're functionally equal to BS8 models (for instance, 4 TL'd tesla shots average 0.66 hits before TL and an additional 0.55 hits after TL, resulting in an average of 1.22 hits which is then multiplied by 3 due to the additional 2 hits per 6, resulting in 3.66 hits on a 4 shots BS1 weapon while a BS8 model would average 3.67 hits as opposed to the 3.55 hits a BS7 model would average or the 3.44 hits as BS6 model would average or the 3.33 hits a BS5 model would average)
Likewise, none of their CC units really relied much on multiple assaults or assaulting from reserves so they didn't really lose anything there, and they've got some very powerful abilities that take advantage of the new character rules,
especially Challenges, Necrons are probably the best at gaming that particular mechanic than anyone else thanks to Mindshackle Scarabs and of course S7 Ap1 Armorbane Warscythes.
When it comes to Flyers, Necrons have two of the most solid Flyers in the game and able to be taken in greater numbers than almost anyone else's (and certainly if you're looking at individual units and not Squadrons), and a special rule exempting their flyer transport from the primary downside of being a flyer transport.
They are a strong, versatile codex with a lot of options and playstyles, but in terms of pure power I would argue that both Guard and Wolves are stronger. The Annihilation Barge, Night Scythe, and Wraith are not 'hugely undercosted', the barge is maybe 10 points too cheap because Ward slightly underestimated the power of quantum shielding, and Wraiths should have been forced to make it so that all models in the unit have to take an upgrade if any one takes it (ie, instead of taking 3 whipcoils in 6 wraiths, you should have to choose all or nothing), but the Night Scythe is fine as it is, especially if you play with IA:Aeronautica. Meanwhile, Guard have access to the Vendetta, the single most powerful unit in the game for its cost, strong artillery, and the ability to present a cheaper wall of AV13 IG cannot field a wall of AV13. In fact, they have no units with frontal AV13 at all.
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This message was edited 1 time. Last update was at 2013/02/14 20:00:26
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2013/02/15 01:48:35
Subject: Overpowered Necrons?
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Nihilistic Necron Lord
The best State-Texas
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Luide wrote:Are Necrons overpowered? Yes, pretty obviously.
Necrons are the strongest codex in 6e and they're stronger in 6e than GK were in 5e.
They have huge amount of extremely undercosted units, like Annihilation Barge, Night Scythe, Wraiths etc.
Are they unbeatable? Obviously no, nothing is unbeatable.
People who claim "Necrons are bad in CC'" just haven't read the codex or are deliberately ignoring units like Wraiths and wargear like Warscythes and MSS.
For example, from durability point of view, Wraiths are basically as good as TH/ SS terminators. They're twce as resilient against against Plasma or any other S7- AP2 weapons and half as resilient against S8+ AP3 or worse.
While I can agree that Necrons are the strongest codex in 6th, I don't think it's near the same level that GK were in 5th. In 5th, after GK were introduced, usually more than half the spots in the top 10 in tourneys were GK. 6th has been showing Necrons strongly, but not to the extent that GK were in 5th.
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This message was edited 1 time. Last update was at 2013/02/15 01:52:21
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![[Post New]](/s/i/i.gif) 2013/02/15 01:56:08
Subject: Overpowered Necrons?
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Floating Firefly Drone
Canada
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(sarcasm) This should make you so happy, (not sarcasm) the doomsday cannon on the doomsday ark is actually AP 1!
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5000pts Necrons
5000pts Salamanders
Battle for Zycanthus box set
Bunch of old Heroscape stuff |
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![[Post New]](/s/i/i.gif) 2013/02/15 04:43:11
Subject: Overpowered Necrons?
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Longtime Dakkanaut
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Khorne's Herald wrote:I think he was running 10 Immortals, an Overlord, Doomsday Ark, 20 or 30 warriors I don't remember exactly, 6 mindshackle scarabs, a Triarch Stalker, a few Tomb blades, 3 Canoptec Wraiths, a Canoptic Spider, and I think 2 Annihilation Barges (one might have been a Command Barge but I never got a good look at it).
I play mostly khorne based army so there's a lot of cc. I think that was my mistake because I couldn't get close enough to charge. I had 5 raptors w/ plasmas which would have been able to take out the Doomsday Ark but they got rushed by Wraiths and tied up in cc for most of the game. Any ideas on how to keep from getting blown away before I can get close enough?
This is not a necron power list by any means. He was taking it easy on you.
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![[Post New]](/s/i/i.gif) 2013/02/15 06:16:29
Subject: Overpowered Necrons?
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Big Mek in Kustom Dragster with Soopa-Gun
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necrons are basically space marines with a little less amount of toys to choose from, the best flier pt for pt in the game, and if you dont wipe the entire group or force a moral check that they fail they keep standing back up.
Masses of attacks to cut that armor away or AP3 attacks deals with the infantry. As nids, however, youre kinda limited with that. Termagaunts are probably the best bet via droppods as they will usually kill 10-15 space marines when they drop just by sheer volume of fire.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/15 07:43:05
Subject: Overpowered Necrons?
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Sniping Hexa
Dublin
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The problem with necrons is not the kind of list the OP refered to.
If the Necron list is balanced, it is a very strong army, but not brokenly so.
But if the necron is fielding say ... 2 Deathmarks units with 2 Despariteks (I think it's their name) in each unit, mounted in Night Scythes, there's nothing (apart from a wall of interceptors) to stop them from destroying two of your most expensives units. And that's a cheap combo.
As Vakthati showed, TL-tesla destructor (even more than regular teslas) are stupidly good, allowing Annihilation barges to be very efficient AA units, just in case you don't have your Night scythes on the table yet.
Oh and another one I faced that is truly scary is the deathstar with Zandrek, Obyron, Overlord, 2 Chronometron-Teks and a unit (either of 75pts killy MSS 2+ Save lords or cheaper warrior/immortal scoring unit) that can tank an insane amount of damage and kill about anything in CC.
I managed to beat that only because I was playing a foot + Leman Russ guard army (with 3 demolishers plate a turn + a Vanquisher with beast hunter shells), thus able to feed him one unit of guards a turn while pounding on the unit with big ordnance
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![[Post New]](/s/i/i.gif) 2013/02/15 16:14:03
Subject: Overpowered Necrons?
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Blood-Raging Khorne Berserker
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Necrons are strong, I play them as core army ever since I started with Warhammer 40k approx 4 years ago.
Once you know how to deal with Necrons there isn't a problem, I hear way too many people (even within this thread) say that they are the most in tune to 6th codex, so untrue, I think the dark angels want a discussion with you, and maybe chaos as well. (hell yeah we REGENERATE HULL POINTS!) so that argument is quite invalid.
Never the less they are quite in tune, but that's good, they need it, if they weren't in tune... dafuq what kind of an army would we be playing? Just saying, Necrons deserve it a bit.
We still have units that are completely ridiculous (looking at you destroyers and flayed ones, wtf is your problem) and so, most people don't take them. Yes, we also have units that are completely insane (as the Annhi Barges)
In belgium we have a seemingly higher "we wanna beat your ass" level of playing (at least in my Local GW store) which makes my crons look like fragile french fries most of the time, even tough I play the power units, I don't win that often, let alone that I win at all?! Facing Necrons? don't come with your cute fluff lists and take some of your own codex cheese with you, take that advice.
--- AVENGERS ASSEMBLE! Iron Cron out ---
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![[Post New]](/s/i/i.gif) 2013/02/15 17:24:54
Subject: Overpowered Necrons?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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RutgerMan wrote:Necrons are strong, I play them as core army ever since I started with Warhammer 40k approx 4 years ago.
Once you know how to deal with Necrons there isn't a problem, I hear way too many people (even within this thread) say that they are the most in tune to 6th codex, so untrue, I think the dark angels want a discussion with you, and maybe chaos as well. (hell yeah we REGENERATE HULL POINTS!) so that argument is quite invalid.
Other than simply saying so, on what basis do you make that judgement?
Regenerating HP's isn't a huge thing for Chaos, it's a relatively weak mechanic on relatively easily engaged AV12 vehicles, or sometimes on Daemonically possessed transports that eat occupants randomly. I'm not seeing much in DA's that's particularly well built to 6th edition as opposed to 5th other than the fact that they have a warlord table. They don't have much of anything that takes advantage of the 6E game mechanics, at least not like Necrons.
Never the less they are quite in tune, but that's good, they need it, if they weren't in tune... dafuq what kind of an army would we be playing? Just saying, Necrons deserve it a bit.
Nobody is saying Necrons should be bad.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2013/02/15 18:22:27
Subject: Re:Overpowered Necrons?
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Norn Queen
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the latter may be arguable, but the former probably isn't. No other army is built as well to the core mechanics of the edition as Necrons are.
Nightfighting is both more powerful and more present and Necrons have more ability to manipulate that to their advantage than anyone else. (I've seen more than one game featuring the Stormlord where the Necron player managed to force their opponent to play the entire game under Nightfight conditions).
HP's likewise are a huge game changer, with more ability than anyone else to take advantage of HP destruction through Gauss weaponry, AV13 shields to make HP loss significantly more difficult as a result of being immune or incredibly resistant to most multi-shot weapons that often inflict lots of HP loss on equivalent units in other armies, and of course their dedicated transport for some reason has an extra HP over everyone else's.
SnapShots now play a huge role and the Tesla mechanics fits in with that brilliantly by effectively turning BS1 into BS3 on Tesla equipped units, and on TLTesla weapons firing SnapShots they're functionally equal to BS8 models (for instance, 4 TL'd tesla shots average 0.66 hits before TL and an additional 0.55 hits after TL, resulting in an average of 1.22 hits which is then multiplied by 3 due to the additional 2 hits per 6, resulting in 3.66 hits on a 4 shots BS1 weapon while a BS8 model would average 3.67 hits as opposed to the 3.55 hits a BS7 model would average or the 3.44 hits as BS6 model would average or the 3.33 hits a BS5 model would average)
Likewise, none of their CC units really relied much on multiple assaults or assaulting from reserves so they didn't really lose anything there, and they've got some very powerful abilities that take advantage of the new character rules,
especially Challenges, Necrons are probably the best at gaming that particular mechanic than anyone else thanks to Mindshackle Scarabs and of course S7 Ap1 Armorbane Warscythes.
When it comes to Flyers, Necrons have two of the most solid Flyers in the game and able to be taken in greater numbers than almost anyone else's (and certainly if you're looking at individual units and not Squadrons), and a special rule exempting their flyer transport from the primary downside of being a flyer transport.
Very well written and explained post.
And totally offtopic but Vineheart - jesus thats a strange avatar
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Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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