Switch Theme:

Necrons!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Incorporating Wet-Blending




U.k

Neceons have loads of shenanigans to zip around the table and plenty fast units too. Played recently and my necrons totally out manoeuvred my mates eldar with all the gateways, transport beams and magic veil cloak stuff. Where ever I needed stuff I could get it. Stop reading net lists and experiment if you think they are too slow.

And a deep striking monolith can be a real pain in the bum.
   
Made in us
Trustworthy Shas'vre



california

Necrons had their time to shine past two editions. Then losing majority of the time now is not necessarily a bad thing competetive wise. I feel it is well deserved. Spend some time in the spot light, then suffer same as a bad codex. So is the circle of 40k
   
Made in ru
Longtime Dakkanaut



Moscow, Russia

dapperbandit wrote:


For example, we have two transports capable of carrying our combat elites. But units have to disembark before the Monolith or Night Scythe moves.


Isn't that every transport in the game, though?
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Necrons are slow if you foot slog with them. However, if you use them properly, they can be quite speedy.
They aren't quite as mobile as in 3rd ed (unlimited Veil of Darkness, Monoliths were actually useful, etc), but they can still cover a lot of ground if you know how to build them right.

I like Nephrekh for this purpose; being able to move 11" a turn is quite a boon.
I still primarily use Novokh though, as to me they are closer to old crons (ie, kill everything) and those rerolls surprise a lot of opponents. I do try the other dynasties, but really, the only ones that felt good to play were Novokh and Nephrekh.

Really though, the Dynasty traits feel restrictive and situational in general. You can tell whoever designed it really wanted you to run mixed detachments, which is something I fething hate, because its more book keeping, it ruins army cohesion if you paint them different colors to distinguish them, and it feels wrong.
The Ork Kulturs are better designed, imo, as they feel more general and useful across the board, even if you run solo Kulturs.


Automatically Appended Next Post:
Alcibiades wrote:
dapperbandit wrote:


For example, we have two transports capable of carrying our combat elites. But units have to disembark before the Monolith or Night Scythe moves.


Isn't that every transport in the game, though?


Yeah, which is a stupid rule in general. But its not unique to necrons.

This message was edited 4 times. Last update was at 2019/03/10 13:20:16


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
 
Forum Index » 40K General Discussion
Go to: