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.