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Well, for those concerned about the I2, someone quoted a list of units that used to be higher. Among them was the C'tan, which I just wanted to point out are still I4, and the fastest unit in the army. (And sometimes ties the named cryptic that powers up).

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GiantSlingshot wrote:Well, for those concerned about the I2, someone quoted a list of units that used to be higher. Among them was the C'tan, which I just wanted to point out are still I4, and the fastest unit in the army. (And sometimes ties the named cryptic that powers up).


Well, the nightbringer was I4, the deceiver was I5.
   
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scythewing wrote:Ok I have to ask... what's up with everything having initiative 2? Please we get something that allows us to knock opponents down to initiative 1 so taking our cc troops won’t be a huge waste of time and points.


Thats the way Necrons have always been. They are and continue to be an I2 army, if you don't like it don't play Necrons.

Kevin949 wrote:So, I just noticed that all the lords are now 1 wound along with the cryptek...well that's pretty crappy.

Also, I saw this little discrepancy....if this is the case, I'll never not take a destroyer lord.


You're comparing apples and oranges. Lords are no longer HQ choices, what you should be looking at are Destroyer Lords and Overlords.

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Wargamers hate two things: the state of the game and change.
 
   
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GiantSlingshot wrote:Well, for those concerned about the I2, someone quoted a list of units that used to be higher. Among them was the C'tan, which I just wanted to point out are still I4, and the fastest unit in the army. (And sometimes ties the named cryptic that powers up).

The sweeping advance will be the dead of Necron units in cc. A C'tan should better be shot, with T7 and 4 wounds it will die horribly from shooting.

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chaos0xomega wrote:
scythewing wrote:Ok I have to ask... what's up with everything having initiative 2? Please we get something that allows us to knock opponents down to initiative 1 so taking our cc troops won’t be a huge waste of time and points.


Thats the way Necrons have always been. They are and continue to be an I2 army, if you don't like it don't play Necrons.

Kevin949 wrote:So, I just noticed that all the lords are now 1 wound along with the cryptek...well that's pretty crappy.

Also, I saw this little discrepancy....if this is the case, I'll never not take a destroyer lord.


You're comparing apples and oranges. Lords are no longer HQ choices, what you should be looking at are Destroyer Lords and Overlords.


How is it apples to oranges dude? They're both lords...they're both not HQ choices as far as I know....the d.lord has three times the wounds, higher T (expected) AND an additional attack? Seems like a MASSIVE jump for something that should really just be a T upgrade and a movement upgrade to a standard lord (like it was before). Even the first sentence says it's still a LORD - "With its torso fused with a skimming flyer the Necron Lord becomes even more dangerous."

So, comparing him to overlords is apples to oranges.

Also, necrons were most certainly NOT an initiative 2 army if you took the proper CC choices. If you were fighting CC with your warriors and immortals, then you deserved the sweeping advance you got.

This message was edited 2 times. Last update was at 2011/10/29 16:26:49


 
   
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Its apples to oranges. Lords are only taken as part of a royal court (and don't count as an HQ choice). Destroyer Lords are an entirely separate HQ option outside of the court. Destroyer Lords are basically Overlords mounted on a destroyer chassis, despite the name.

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Wargamers hate two things: the state of the game and change.
 
   
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Thats the way Necrons have always been. They are and continue to be an I2 army, if you don't like it don't play Necrons.


except as i already pointed out they were never an I2 army, they have just changed to this after almost a decade

wraiths were I6
Ctan I4/I5
Lords I4
Flayed ones I4
Pariahs I3

warriors I2
Immortals I2
destroyers I2
spiders I2
scarabs I2

In other words half the codex was higher than I2 since they were introduced, and in case of wraiths 3 times higher!

This message was edited 1 time. Last update was at 2011/10/29 16:32:35


 
   
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chaos0xomega wrote:Its apples to oranges. Lords are only taken as part of a royal court (and don't count as an HQ choice). Destroyer Lords are an entirely separate HQ option outside of the court. Destroyer Lords are basically Overlords mounted on a destroyer chassis, despite the name.


*Ugh* I need this frikken codex...
   
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zacharia wrote:
Thats the way Necrons have always been. They are and continue to be an I2 army, if you don't like it don't play Necrons.


except as i already pointed out they were never an I2 army, they have just changed to this after almost a decade

wraiths were I6
Ctan I4/I5
Lords I4
Flayed ones I4
Pariahs I3

warriors I2
Immortals I2
destroyers I2
spiders I2
scarabs I2

In other words half the codex was higher than I2 since they were introduced, and in case of wraiths 3 times higher!


I'll concede the flayed ones and the lords are a disappointment.

But the wraiths now get 2 wounds, Rending, and get RP even from power weapons now, with no rez orb necessary.
They are Still going to go Before and fists/klaws/hammers, which are the only real instant death threats.
They are fearless, so, sweeps are no longer a threat.
It seems you can upgrade them individually, So, with 2 wounds and being able to fudge the wounds allocation, even a bunch of wounds can be mitigated.
And if that isn't enough, you can upgrade them to take whip coils.

Honestly, I will GLADLY take the new wraith over what they were. Even with them being JI now.

I think those who are clinging to the I6 are just being nostalgic at this point.

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shadzinator wrote:Also the WD says that the shield Lychguard are 5 points more expensive, which is 45 points. So our TH/SS terminator is actually more expensive than the marine one, with worse saves.


Not really. Blood Angels pay +5 for theirs aswell. And Space Wolf TH/SS termies are over 60 points. Sure BT, DA, and generic marines get cheaper ones, but I think we will see them go the same way as the Blood Angels.

I also believe some people already did the math and said TH/SS Termies and Shield Lychguard are almost identical in survivability.

 
   
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TheNightbringer wrote:Well orderd the codex and the stormlord. Will wait for further stats after that.

Also you can see the units their new stats if you look @ them on the GW website.


I also did a basic run down of all the advanced order units at http://www.captureandcontrol.com/2011/10/necrons-reveiw-of-what-we-know-is-true.html

I have to admit I am more than a little bummed the Scythe isn't in this wave. I really wanted to run an Immortal Rush army at first but now I need to wait to at least see what it will look like.


Automatically Appended Next Post:
Marshal_Hadrial wrote:
shadzinator wrote:Also the WD says that the shield Lychguard are 5 points more expensive, which is 45 points. So our TH/SS terminator is actually more expensive than the marine one, with worse saves.


Not really. Blood Angels pay +5 for theirs aswell. And Space Wolf TH/SS termies are over 60 points. Sure BT, DA, and generic marines get cheaper ones, but I think we will see them go the same way as the Blood Angels.

I also believe some people already did the math and said TH/SS Termies and Shield Lychguard are almost identical in survivability.


I would agree with that except they didn't take getting wiped out to a man into account when doing the math. I still think they are plenty survivable though.

also edit: Grammar fail.

This message was edited 1 time. Last update was at 2011/10/29 16:57:41


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Marshal_Hadrial wrote:
shadzinator wrote:Also the WD says that the shield Lychguard are 5 points more expensive, which is 45 points. So our TH/SS terminator is actually more expensive than the marine one, with worse saves.


Not really. Blood Angels pay +5 for theirs aswell. And Space Wolf TH/SS termies are over 60 points. Sure BT, DA, and generic marines get cheaper ones, but I think we will see them go the same way as the Blood Angels.

I also believe some people already did the math and said TH/SS Termies and Shield Lychguard are almost identical in survivability.


I'm pretty sure the BT terminators are 41 points base plus whatever TH/SS upgrade costs, which I think is about 15 points total maybe. At least, my friend always said his terminators were the same price as my wraiths before upgrades. Though usually we were comparing the pariahs and terminators.

*edit*
Looked at the FAQ and saw the point cost was for the assault squad. I don't know what it is for their termies then. *Shrug* regardless, low intiative or not, the necrons got a really really nice bump. I'm loving all the rending and power weapons abound.

This message was edited 1 time. Last update was at 2011/10/29 17:02:15


 
   
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I'll concede the flayed ones and the lords are a disappointment.

But the wraiths now get 2 wounds, Rending, and get RP even from power weapons now, with no rez orb necessary.
They are Still going to go Before and fists/klaws/hammers, which are the only real instant death threats.
They are fearless, so, sweeps are no longer a threat.
It seems you can upgrade them individually, So, with 2 wounds and being able to fudge the wounds allocation, even a bunch of wounds can be mitigated.
And if that isn't enough, you can upgrade them to take whip coils.

Honestly, I will GLADLY take the new wraith over what they were. Even with them being JI now.

I think those who are clinging to the I6 are just being nostalgic at this point.


wraiths i will give you have gained as much if not more than they have lost, i was just making a point for all those saying necrons have always been I2, since half of them have always been HIGHER than I2.

The flayed ones certainly have lost more than they have gained (lost horrifying visage and had their initiative halved, gained 1 attack)

HQ have particularly bad statlines now with their initiative halved and low ws/bs

Pariah substotutes (warscythe lychguards really) have been ridiculously nerfed - they have lost a point of initiative, lost ability to ignore inv saves and lost their inbuilt 24" S5 AP4 assault 2 ranged weapon, fearless, power to reduce enemy to LD7 and anti psyker powers in exchange for wbb, +2 strength and +1 attack at 4 points more!

*edited i forgot 1 gain and 2 more nerfs!

This message was edited 3 times. Last update was at 2011/10/29 17:06:31


 
   
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zacharia wrote:
I'll concede the flayed ones and the lords are a disappointment.

But the wraiths now get 2 wounds, Rending, and get RP even from power weapons now, with no rez orb necessary.
They are Still going to go Before and fists/klaws/hammers, which are the only real instant death threats.
They are fearless, so, sweeps are no longer a threat.
It seems you can upgrade them individually, So, with 2 wounds and being able to fudge the wounds allocation, even a bunch of wounds can be mitigated.
And if that isn't enough, you can upgrade them to take whip coils.

Honestly, I will GLADLY take the new wraith over what they were. Even with them being JI now.

I think those who are clinging to the I6 are just being nostalgic at this point.


wraiths i will give you have gained as much if not more than they have lost, i was just making a point for all those saying necrons have always been I2, since half of them have always been HIGHER than I2.

The flayed ones certainly have lost more than they have gained (lost horrifying visage and had their initiative halved, gained 1 attack)

HQ have particularly bad statlines now with their initiative halved and low ws/bs

Pariah substotutes (warscythe lychguards really) have lost a point of initiative, lost ability to ignore inv saves and lost their inbuilt 24" S5 AP4 assault 2 ranged weapon and anti psyker powers in exchange for wbb and +1 attack at 4 points more!


And gained 2 strength.
   
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It appears that even cc oriented units like Flayed Ones have I2.

This message was edited 1 time. Last update was at 2011/10/29 17:04:56


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It's quite possible Sweeping advance could change in 6th.

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Kevin949 wrote:
Marshal_Hadrial wrote:
shadzinator wrote:Also the WD says that the shield Lychguard are 5 points more expensive, which is 45 points. So our TH/SS terminator is actually more expensive than the marine one, with worse saves.


Not really. Blood Angels pay +5 for theirs aswell. And Space Wolf TH/SS termies are over 60 points. Sure BT, DA, and generic marines get cheaper ones, but I think we will see them go the same way as the Blood Angels.

I also believe some people already did the math and said TH/SS Termies and Shield Lychguard are almost identical in survivability.


I'm pretty sure the BT terminators are 41 points base plus whatever TH/SS upgrade costs, which I think is about 15 points total maybe. At least, my friend always said his terminators were the same price as my wraiths before upgrades. Though usually we were comparing the pariahs and terminators.

*edit*
Looked at the FAQ and saw the point cost was for the assault squad. I don't know what it is for their termies then. *Shrug* regardless, low intiative or not, the necrons got a really really nice bump. I'm loving all the rending and power weapons abound.


BT Termies are the same as everyone elses except GK and SW. Shield and Hammer is a free trade like in the other marine codecies I previously mentioned in the last post. They do get more expensive though if you give them veteran abilities.. Which we can probably bet on disappearing in any new codex.

But anyways, my only gripe with the I2 among other things is that generic overlords look incredibily lackluster now with lowered I and low WS/BS with nothing in return. Compared to the special characters I can't see any reason to ever use a generic overlord except for a rez orb or to unlock a 2nd royal court... But the rez orb you can just get from your normal lords enless one feels like stocking up on crypteks. D. Lords on the other hand might have some better uses.

 
   
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Yes, Necrons are a Low-I army. Eldar are a high-I army..Orks are low-I, Space Marines are mid-high I, tyranids have I across the board.....

what does it matter? Necrons are at their core a resilient, shooting army. yes they will swing next to last in CC...but guess what? with I4, they'd swing simul with marines, but last vs eldar variants. Vs orks it doesn't matter because a full squad of boyz will roll a bucketfull of dice whether they're hitting first, simul, or last. Sweeping advance is a crutch that the necrons have had to deal with since 5th started, but it's almost time for 6th to start and combat resolution might be handled completely differently.

Did i mention necrons have an additional saving throw after they lose models? And the base scoring troops have a DT that can add models lost back to a squad (reminds me of a mech tervigon). Like the fluff in the WD Batrep said, "Necrons need killing 2 or 3 times before they realize they've lost."

All in all the army has it's own inherent strengths and weaknesses, just like every other xenos book. The only all-rounder army you'll find are Space Marine variants, but if you play xenos directly to their inherent strengths you'll outplay vanilla marines every time. I2 will not be the end of necrons, i swear by it.

Been out of the game for awhile, trying to find time to get back into it. 
   
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I'm trying to gather as much info as possible on a strategy to use for competitiveness and heres my prediction for my own army:

????? HQ
3+ Immortals tesla spam
1-2 Doomsday arcs
Necron Lords with rez orbs( Ive been relying on em since 3rd)
1 Squad of Praetorians
1 squad of lychguard
20 Flayed ones
1-2 night scythes
X Wraiths
14 scarabs
10 warriors
Monolith
This will be easily 1500-1850 (Hopefully)

Chaos daemons 1850
Chaos Marines 1850
2250+

2500++ (Wraithwing)

I moved so starting from scratch. These were the armies I had, rebuilding my Chaos. 
   
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Well, the new Necrons might be good at shooting but you'll hardly win by shooting alone. I'm skeptical if Necrons will be a really good army - top tier.

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Louisiana

wuestenfux wrote:. I'm skeptical if Necrons will be a really good army - top tier.


I didn't mean to imply they would be. They will win games, but just like vanilla marines, DE, Blood angels, and Orks you won't see them in large numbers at GT's. Probably.\\

edit - The update will pole-vault them leagues ahead of where they stand in the current metagame, however, I think we can ALL agree on that (Initiative 2 or not)

This message was edited 2 times. Last update was at 2011/10/29 17:23:58


Been out of the game for awhile, trying to find time to get back into it. 
   
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tetrisphreak wrote:Yes, Necrons are a Low-I army. Eldar are a high-I army..Orks are low-I, Space Marines are mid-high I, tyranids have I across the board.....

what does it matter? Necrons are at their core a resilient, shooting army. yes they will swing next to last in CC...but guess what? with I4, they'd swing simul with marines, but last vs eldar variants. Vs orks it doesn't matter because a full squad of boyz will roll a bucketfull of dice whether they're hitting first, simul, or last. Sweeping advance is a crutch that the necrons have had to deal with since 5th started, but it's almost time for 6th to start and combat resolution might be handled completely differently.

Did i mention necrons have an additional saving throw after they lose models? And the base scoring troops have a DT that can add models lost back to a squad (reminds me of a mech tervigon). Like the fluff in the WD Batrep said, "Necrons need killing 2 or 3 times before they realize they've lost."

All in all the army has it's own inherent strengths and weaknesses, just like every other xenos book. The only all-rounder army you'll find are Space Marine variants, but if you play xenos directly to their inherent strengths you'll outplay vanilla marines every time. I2 will not be the end of necrons, i swear by it.


But again, that second save is useless if they lose combat and get swept. Which they're slightly more apt to do now BECAUSE they're going last or simultaneously so they'll have potentially fewer swings back at the enemy and less of a chance to tie or win combat. Do keep in mind though that most people are talking about going up against other armies/units that have a number of power weapons in them that won't allow an armor save to begin with and even though a few guys do get invul saves, the bulk of the army does not.

But as others have said, combat resolution very well may change drastically in 6th edition. personally, I hope it does. Out of everything in WH40K, combat resolution is my absolute least favorite rule(s) and completely one-sided. And yes, I felt that way when it was my wraiths sweeping my opponent. Mainly because I had it done to me SO many times before, I knew exactly how sh***y it felt to lose an entire squad to one stupid die roll.


Automatically Appended Next Post:
wuestenfux wrote:Well, the new Necrons might be good at shooting but you'll hardly win by shooting alone. I'm skeptical if Necrons will be a really good army - top tier.


I beg to differ, I've won quite a number of games with just shooting.

This message was edited 1 time. Last update was at 2011/10/29 17:25:28


 
   
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Defeatmyarmy wrote:I'm trying to gather as much info as possible on a strategy to use for competitiveness and heres my prediction for my own army:

????? HQ
3+ Immortals tesla spam
1-2 Doomsday arcs
Necron Lords with rez orbs( Ive been relying on em since 3rd)
1 Squad of Praetorians
1 squad of lychguard
20 Flayed ones
1-2 night scythes
X Wraiths
14 scarabs
10 warriors
Monolith
This will be easily 1500-1850 (Hopefully)


Mine will be looking something like this.
Stormlord
Overlord on destroyer body
Two 10 man squads of Triarch Praetorians
Two 10 man units of immortals, either with gauss blasters or tesla carbines.
Two 5 man units of warriors.
2 3 man units of destroyers.
big unit of scarabs.
2 Annihilation barges
monolith



 
   
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on the forum. Obviously

Kevin949 wrote:
tetrisphreak wrote:Yes, Necrons are a Low-I army. Eldar are a high-I army..Orks are low-I, Space Marines are mid-high I, tyranids have I across the board.....

what does it matter? Necrons are at their core a resilient, shooting army. yes they will swing next to last in CC...but guess what? with I4, they'd swing simul with marines, but last vs eldar variants. Vs orks it doesn't matter because a full squad of boyz will roll a bucketfull of dice whether they're hitting first, simul, or last. Sweeping advance is a crutch that the necrons have had to deal with since 5th started, but it's almost time for 6th to start and combat resolution might be handled completely differently.

Did i mention necrons have an additional saving throw after they lose models? And the base scoring troops have a DT that can add models lost back to a squad (reminds me of a mech tervigon). Like the fluff in the WD Batrep said, "Necrons need killing 2 or 3 times before they realize they've lost."

All in all the army has it's own inherent strengths and weaknesses, just like every other xenos book. The only all-rounder army you'll find are Space Marine variants, but if you play xenos directly to their inherent strengths you'll outplay vanilla marines every time. I2 will not be the end of necrons, i swear by it.


But again, that second save is useless if they lose combat and get swept. Which they're slightly more apt to do now BECAUSE they're going last or simultaneously so they'll have potentially fewer swings back at the enemy and less of a chance to tie or win combat. Do keep in mind though that most people are talking about going up against other armies/units that have a number of power weapons in them that won't allow an armor save to begin with and even though a few guys do get invul saves, the bulk of the army does not.

But as others have said, combat resolution very well may change drastically in 6th edition. personally, I hope it does. Out of everything in WH40K, combat resolution is my absolute least favorite rule(s) and completely one-sided. And yes, I felt that way when it was my wraiths sweeping my opponent. Mainly because I had it done to me SO many times before, I knew exactly how sh***y it felt to lose an entire squad to one stupid die roll.


Automatically Appended Next Post:
wuestenfux wrote:Well, the new Necrons might be good at shooting but you'll hardly win by shooting alone. I'm skeptical if Necrons will be a really good army - top tier.


I beg to differ, I've won quite a number of games with just shooting.


Yeah, the Sweeping advance rule is kinda stupid. I mean, explain to me how a single wytch could potentially wipe out a 10 man squad of orks?

This message was edited 1 time. Last update was at 2011/10/29 17:33:22


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CthuluIsSpy wrote:
Kevin949 wrote:
tetrisphreak wrote:Yes, Necrons are a Low-I army. Eldar are a high-I army..Orks are low-I, Space Marines are mid-high I, tyranids have I across the board.....

what does it matter? Necrons are at their core a resilient, shooting army. yes they will swing next to last in CC...but guess what? with I4, they'd swing simul with marines, but last vs eldar variants. Vs orks it doesn't matter because a full squad of boyz will roll a bucketfull of dice whether they're hitting first, simul, or last. Sweeping advance is a crutch that the necrons have had to deal with since 5th started, but it's almost time for 6th to start and combat resolution might be handled completely differently.

Did i mention necrons have an additional saving throw after they lose models? And the base scoring troops have a DT that can add models lost back to a squad (reminds me of a mech tervigon). Like the fluff in the WD Batrep said, "Necrons need killing 2 or 3 times before they realize they've lost."

All in all the army has it's own inherent strengths and weaknesses, just like every other xenos book. The only all-rounder army you'll find are Space Marine variants, but if you play xenos directly to their inherent strengths you'll outplay vanilla marines every time. I2 will not be the end of necrons, i swear by it.


But again, that second save is useless if they lose combat and get swept. Which they're slightly more apt to do now BECAUSE they're going last or simultaneously so they'll have potentially fewer swings back at the enemy and less of a chance to tie or win combat. Do keep in mind though that most people are talking about going up against other armies/units that have a number of power weapons in them that won't allow an armor save to begin with and even though a few guys do get invul saves, the bulk of the army does not.

But as others have said, combat resolution very well may change drastically in 6th edition. personally, I hope it does. Out of everything in WH40K, combat resolution is my absolute least favorite rule(s) and completely one-sided. And yes, I felt that way when it was my wraiths sweeping my opponent. Mainly because I had it done to me SO many times before, I knew exactly how sh***y it felt to lose an entire squad to one stupid die roll.


Automatically Appended Next Post:
wuestenfux wrote:Well, the new Necrons might be good at shooting but you'll hardly win by shooting alone. I'm skeptical if Necrons will be a really good army - top tier.


I beg to differ, I've won quite a number of games with just shooting.


Yeah, the Sweeping advance rule is kinda stupid. I mean, explain to me how a single wytch could potentially wipe out a 5 man squad of marines?


Well marines have atsknf so they dont have to worry about that fact

   
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Kevin949 wrote:But as others have said, combat resolution very well may change drastically in 6th edition. personally, I hope it does. Out of everything in WH40K, combat resolution is my absolute least favorite rule(s) and completely one-sided. And yes, I felt that way when it was my wraiths sweeping my opponent. Mainly because I had it done to me SO many times before, I knew exactly how sh***y it felt to lose an entire squad to one stupid die roll.


Sadly, there's about a 50/50 chance that GW will get it any better this time around, either. As opposed to just changing it in a random way and hoping for the best.

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masterofstuff1 wrote:
CthuluIsSpy wrote:
Kevin949 wrote:
tetrisphreak wrote:Yes, Necrons are a Low-I army. Eldar are a high-I army..Orks are low-I, Space Marines are mid-high I, tyranids have I across the board.....

what does it matter? Necrons are at their core a resilient, shooting army. yes they will swing next to last in CC...but guess what? with I4, they'd swing simul with marines, but last vs eldar variants. Vs orks it doesn't matter because a full squad of boyz will roll a bucketfull of dice whether they're hitting first, simul, or last. Sweeping advance is a crutch that the necrons have had to deal with since 5th started, but it's almost time for 6th to start and combat resolution might be handled completely differently.

Did i mention necrons have an additional saving throw after they lose models? And the base scoring troops have a DT that can add models lost back to a squad (reminds me of a mech tervigon). Like the fluff in the WD Batrep said, "Necrons need killing 2 or 3 times before they realize they've lost."

All in all the army has it's own inherent strengths and weaknesses, just like every other xenos book. The only all-rounder army you'll find are Space Marine variants, but if you play xenos directly to their inherent strengths you'll outplay vanilla marines every time. I2 will not be the end of necrons, i swear by it.


But again, that second save is useless if they lose combat and get swept. Which they're slightly more apt to do now BECAUSE they're going last or simultaneously so they'll have potentially fewer swings back at the enemy and less of a chance to tie or win combat. Do keep in mind though that most people are talking about going up against other armies/units that have a number of power weapons in them that won't allow an armor save to begin with and even though a few guys do get invul saves, the bulk of the army does not.

But as others have said, combat resolution very well may change drastically in 6th edition. personally, I hope it does. Out of everything in WH40K, combat resolution is my absolute least favorite rule(s) and completely one-sided. And yes, I felt that way when it was my wraiths sweeping my opponent. Mainly because I had it done to me SO many times before, I knew exactly how sh***y it felt to lose an entire squad to one stupid die roll.


Automatically Appended Next Post:
wuestenfux wrote:Well, the new Necrons might be good at shooting but you'll hardly win by shooting alone. I'm skeptical if Necrons will be a really good army - top tier.


I beg to differ, I've won quite a number of games with just shooting.


Yeah, the Sweeping advance rule is kinda stupid. I mean, explain to me how a single wytch could potentially wipe out a 10 man squad of orks?


Well marines have atsknf so they dont have to worry about that fact


fix'd

Yeah I remember that fact.

Funny how marines are the only non-fearless army immune to that rule

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I don't think the Sweeping Advance is so much of an issue. Compared to other shooty armies like Guard and Tau.. I think Necrons have it better in the "Withstanding melee" department compared to the other two races due to Necrons higher WS, T, LD, and better save. Sure it does suck to get swept, but isn't the point of a shooty unit to shoot and stay back as to not get in melee? Sure that happens inevitably, but if Guard and Tau can manage it with being even worse off and Necron players have been managing with it I think things will be fine. As for melee units like Wraiths and Lycheguard being I2 and being CC oriented units I think they will be fine due to their higher number of attacks and for Lycheguard higher toughness. Wraiths with fearless, and the coils. The only units I think to really worry about being swept are the basic troops(Deathmarks aswell I supose), but with not being able to put any number of lords/crypteks in those units you can increase the return attacks and I'm sure a lesser Lord could very well turn the tide in a melee now for Necrons.

I understand guard are a hordy army and so a loss of 1 squad might not hurt as much, but if you are playing against a Veteran based army it can make a difference.

I think Sweeping Advance as a rule should perhaps change to something like Overruning a unit in WHFB.. Where the fleeing unit runs away 1-2d6(or what have you) and the chasing unit can choose to stay put or go after them and must roll to see if they catch up.. If they do the fleeing unit is destroyed. I think this could be something more balanced or favourable to shooty armies trying to get away from a failed combat. A stand and shoot option for before engaging in close combat could also make all the difference.

This message was edited 1 time. Last update was at 2011/10/29 17:43:55


 
   
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wuestenfux wrote:Well, the new Necrons might be good at shooting but you'll hardly win by shooting alone. I'm skeptical if Necrons will be a really good army - top tier.


I think Necrons have all the Tools needed to win, it perhaps won't be as easy as something Like IG where you sit in a parking lot and let loose. I do think Necrons will have what it takes to compete up there though. Matt Ward's codexes have consistently been balanced rules-wise, and I don't see why this one should be any different.


As far as what my list is going to look like? I have general Ideas in my Head, I just need to see the points cost for things but Probably something like this

HQ- The Stormlord, Catacomb Command Barge
HQ- Necron Overlord, Warscythe, Semiperternal Weave, Phase Shifter, Tachyon Arrow. Catacomb Command Barge (Depending on the cost of the Wargear, of course.)

Elite- 5 Lycheguard, with Hyperphase swords and Dispersion shields. Necron Lord, Warscythe, Phase shifter, Rez orb (Depending if I can take that much Wargear)
Elite- Triarch Stalker with A Gauss Cannon, Maybe a Heavy Gauss cannon if that's an option
Elite- Triarch Stalker with A Gauss Cannon, Maybe a Heavy Gauss cannon if that's an option

Troops- 9 Necron Warriors, with a Cryptek, Eldritch Lance, Solar Pulse. Ghost Ark.
Troops- 9 Necron Warriors, with a Cryptek, Eldritch Lance, Solar Pulse. Ghost Ark.
Troops- 9 Necron Warriors, with a Cryptek, Eldritch Lance. Ghost Ark.


Fast- 10 Swarm of Scarabs
Fast- 10 Swarm of Scarabs
Fast- 10 Swarm of Scarabs

Heavy- Doomsday Ark
Heavy-Doomsday Ark
Heavy- 3 Tomb Spiders


Now, I Know I won't be able to run all of that in 2K points (Not even close I'm sure) so of course it'll take some trimming. But that's the general Idea floating around in my head right now


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on the forum. Obviously

Marshal_Hadrial wrote:I don't think the Sweeping Advance is so much of an issue. Compared to other shooty armies like Guard and Tau.. I think Necrons have it better in the "Withstanding melee" department compared to the other two races due to Necrons higher WS, T, LD, and better save. Sure it does suck to get swept, but isn't the point of a shooty unit to shoot and stay back as to not get in melee? Sure that happens inevitably, but if Guard and Tau can manage it with being even worse off and Necron players have been managing with it I think things will be fine. As for melee units like Wraiths and Lycheguard being I2 and being CC oriented units I think they will be fine due to their higher number of attacks and for Lycheguard higher toughness. Wraiths with fearless, and the coils. The only units I think to really worry about being swept are the basic troops(Deathmarks aswell I supose), but with not being able to put any number of lords/crypteks in those units you can increase the return attacks and I'm sure a lesser Lord could very well turn the tide in a melee now for Necrons.

I understand guard are a hordy army and so a loss of 1 squad might not hurt as much, but if you are playing against a Veteran based army it can make a difference.


True...but the problem is that the necrons are known to have mainly shortranged weapondry. It might be ok now, due to the inclusion of Arks and Tesla cannons, but before the longest ranged weapon were the Gauss Cannons at 36"...and you generally don't get alot of those.

What I have
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~1660

Westwood lives in death!
Peace through power!

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

 
   
 
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