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Made in au
Sneaky Sniper Drone





Bundaberg

The People that play in the shop i play in call the New Necrons Hackrons. Because of all of the new rules that completely screwed me when I played with a Necron player.
I hate the one that can make all the turns night fighting and the one that can make My turn into night fighting. ''Gar''
And the one I think that my be changed. the lord that can make this lighting thing to all unengaged models (all of mine not hrs). but if you think about the backstory to this rule the is that a big storm hits the whole map not just mine but his too



if you got a f upped rule that ticks U off or any other races that has one even Hackrons please tell me before i play one them (again )

If in Danger or in Doubt
Run in Circles
Scream and Shout

Ironklawmadgutsmek wrote:
ON A 2+ I GET TO HIT YOU OVER THE HEAD WITH THE RULEBOOK
 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Every new release invariably has rules that are "overpowered" or "unfair".

Some of my faves?

1) a unit upgrade for space wolves that gives a wolf guard charceter a thunder hammer he can throw, which then returns to him (?!?!)

2) Blood Angles - Fast Vindicators and Deep Striking land Raiders?

3) Grey Knights.........woudlnt want to pick out one single rule.

the Night Fight rule does affect the necron team as well, so can be more of a hinderance than a help.

Anyway, my point is that every army has its "uber" stuff and its achilles heels. in the case of necrons it woudl be the fact that pretty much every gun is 24" and every unit is I2. Either plug away at range or get into combat.


Armies:

(Iron Warriors) .......Gallery: Iron Warriors Gallery
.......Gallery: Necron Gallery - Army Sold
.......Gallery: Crimson Fists Gallery - Army Sold

Iron Warriors (8000 points-ish)

 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Hillbilly wrote:The People that play in the shop i play in call the New Necrons Hackrons. Because of all of the new rules that completely screwed me when I played with a Necron player.
I hate the one that can make all the turns night fighting and the one that can make My turn into night fighting. ''Gar''
And the one I think that my be changed. the lord that can make this lighting thing to all unengaged models (all of mine not hrs). but if you think about the backstory to this rule the is that a big storm hits the whole map not just mine but his too



if you got a f upped rule that ticks U off or any other races that has one even Hackrons please tell me before i play one them (again )


It's an artificial storm likely controlled from the Mandragora Crytpeks, or Imotekh himself, it makes sense that They are not going to strike their own people.

Really though, you'll get over it. It's the new codex on the block, so just take a few games to develop tactics and what not.

he Night Fight rule does affect the necron team as well, so can be more of a hinderance than a help.

Only Imotekhs. A Solar Pulse used in an opposing players turn, only creates Night Fighting for them.


There is nothing in the Necron codex that's broken. The Solar Pulses and Nightfighting are used a lot because the Primary range for the army is 24' Almost every other army in the game can provide a plethora of farther ranged weapons than this.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
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Made in pl
Guardsman with Flashlight




Cryptek's ability to teleport his squad each turn is broken. Even GK Interceptors aren't so broken.

Check "How Storm Troopers Should Be" our result!
[http://www.dakkadakka.com/dakkaforum/posts/downloadAttach/101500.page]

This is how it should be done! 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Soltari wrote:Cryptek's ability to teleport his squad each turn is broken. Even GK Interceptors aren't so broken.


How is this in anyway broken?

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
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Made in au
Sneaky Sniper Drone





Bundaberg

Praxiss wrote:
1) a unit upgrade for space wolves that gives a wolf guard charceter a thunder hammer he can throw, which then returns to him (?!?!)


yes... throwing thunder hammers. What the.... ok now. a bombarding that can instant kill a marine caption and even a vehicle.

Praxiss wrote:
2) Blood Angles - Fast Vindicators and Deep Striking land Raiders?


ok. I've seen this before but 12inch and firing a S.9 AP1 god..

Praxiss wrote:
3) Grey Knights.........woudlnt want to pick out one single rule.


yes i know what you mean..


Automatically Appended Next Post:
then the storm. every F*** turn. every turn and every unengaged models even if i get in assault i will be only have 3 men left in my assault squad


Automatically Appended Next Post:
it's like an orbital bombardment per turn....

This message was edited 2 times. Last update was at 2011/12/29 23:27:59


If in Danger or in Doubt
Run in Circles
Scream and Shout

Ironklawmadgutsmek wrote:
ON A 2+ I GET TO HIT YOU OVER THE HEAD WITH THE RULEBOOK
 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Praxiss wrote:1) a unit upgrade for space wolves that gives a wolf guard charceter a thunder hammer he can throw, which then returns to him (?!?!)


Ah, yes, that'll be Thor-nder Hammer

   
Made in us
Longtime Dakkanaut






The necrons always had the solar pulse and teleporting with veil. While the solar pulse can now be purchased twice, it takes two unrelated HQ choices to do this. As for the veil, it can not be used to escape combat, and the crons lack any kind of deepstrike accuracy bonus. So all in all not that impressive.

As for the stormlord, I see this as a logical step up from the solar pulse they already had, which is what special characters are supposed to do. The stormlord comes with a disadvantage, in that your side has night fighting as well, coupled with the fact that the storm ends randomly. Plus, your opponent fully reserving can severely hamper this army, as placing forces in reserve take most of the bite out of the lightning strikes.
   
Made in pl
Guardsman with Flashlight




Sasori wrote:
Soltari wrote:Cryptek's ability to teleport his squad each turn is broken. Even GK Interceptors aren't so broken.


How is this in anyway broken?


How this isn't broken? Moving each turn any squad Cryptek has joined anywhere on the table is just devastating. No place to hide, anything in your FOC becomes soft flesh.

Check "How Storm Troopers Should Be" our result!
[http://www.dakkadakka.com/dakkaforum/posts/downloadAttach/101500.page]

This is how it should be done! 
   
Made in ie
Freaky Flayed One




Soltari wrote:
Sasori wrote:
Soltari wrote:Cryptek's ability to teleport his squad each turn is broken. Even GK Interceptors aren't so broken.


How is this in anyway broken?


How this isn't broken? Moving each turn any squad Cryptek has joined anywhere on the table is just devastating. No place to hide, anything in your FOC becomes soft flesh.


It's via deep strike. So they can't assault, and count as moving for shooting, and can scatter into terrain and get wiped out. If you can't defend against something deep striking near your lines, you have bigger problems in the 40k world than a Cryptek and his squad.

Necrons (W/D/L): 4/1/0
Reset with the new Codex. 
   
Made in au
Mighty Chosen Warrior of Chaos





Precisely. Necron are hardly broken. Just look at lychguards and praetorians-horribly overcosted so much that it is a handicap to take them.

   
Made in ph
Nihilistic Necron Lord




The best State-Texas

Dytalus wrote:
Soltari wrote:
Sasori wrote:
Soltari wrote:Cryptek's ability to teleport his squad each turn is broken. Even GK Interceptors aren't so broken.


How is this in anyway broken?


How this isn't broken? Moving each turn any squad Cryptek has joined anywhere on the table is just devastating. No place to hide, anything in your FOC becomes soft flesh.


It's via deep strike. So they can't assault, and count as moving for shooting, and can scatter into terrain and get wiped out. If you can't defend against something deep striking near your lines, you have bigger problems in the 40k world than a Cryptek and his squad.


This exactly. You can only have a maximum of 2 from Crypteks, and one from Obyron.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Isn't night fighting negated by spot lights, which is available to...idk, every single imperial army?

Srsly people, stop bitching, man up, and rewrite your lists. Get used to it, you will be doing it a lot.

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~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

Can i point out that the old Necrons were absurdly outdated and the new codex is fairly balanced in most areas.
Worth it.

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Made in fr
Trazyn's Museum Curator





on the forum. Obviously

purplefood wrote:Can i point out that the old Necrons were absurdly outdated and the new codex is fairly balanced in most areas.
Worth it.


Yes you may. I believe Grey Templar's sig could be applied to necrons in this case (with some changes, of course)

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

CthuluIsSpy wrote:
purplefood wrote:Can i point out that the old Necrons were absurdly outdated and the new codex is fairly balanced in most areas.
Worth it.


Yes you may. I believe Grey Templar's sig could be applied to necrons in this case (with some changes, of course)

It's perfecty suited to it.

Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Praxiss wrote:Every new release invariably has rules that are "overpowered" or "unfair".

Some of my faves?

1) a unit upgrade for space wolves that gives a wolf guard charceter a thunder hammer he can throw, which then returns to him (?!?!)

2) Blood Angles - Fast Vindicators and Deep Striking land Raiders?

1. Arjac Rockfist is hilariously expensive. He costs more than a Wolf Lord sometimes. Also that's a 6" range S8 AP1 attack. Big fething whoop. It's not even a melta gun. It's a fun and flavorful unit but my god he's not overpowered or anything approaching it.

2. Blood Angels. Last I checked they're neither obtuse nor acute. Regardless, Fast Vindicators is scary as hell, but deep striking Land Raiders? Seriously? What about that is overpowered or unfair? Think about it. What kills Land Raiders?
- Melta guns
- Melta bombs
- Monstrous creature close combat weapons
- Deffrollas
Aside from possibly mishapping, what does deep striking a Land Raider close to your army accomplish? It kills the tank faster. It's a silly rule, it's a weird rule, and it's not overpowered or unfair in any way, shape, or form.

As for Necrons, they're middle of the road as far as power level goes. The nightfight/lightning storm thing is pretty nasty, but spotlights are everywhere, and you want to get close to Necrons anyway so you can beat the crap out of them in close combat, which most armies can do pretty well.

This message was edited 1 time. Last update was at 2012/01/05 02:54:36


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Made in au
Lady of the Lake






Praxiss wrote:Deep Striking land Raiders


This one was always more hilarious than overpowered.

The point is most rules initially seem stronger than they are due to them be unexpected and no one having found the way to best counter it yet. Once it has been figured out it can then be determined if the rules are actually overpowered or not. In the case of the codex overall you need to wait for the bigger tournaments to get a more "official" idea of where they sit in terms of power.

Sasori wrote:
Dytalus wrote:
Soltari wrote:
Sasori wrote:
Soltari wrote:Cryptek's ability to teleport his squad each turn is broken. Even GK Interceptors aren't so broken.


How is this in anyway broken?


How this isn't broken? Moving each turn any squad Cryptek has joined anywhere on the table is just devastating. No place to hide, anything in your FOC becomes soft flesh.


It's via deep strike. So they can't assault, and count as moving for shooting, and can scatter into terrain and get wiped out. If you can't defend against something deep striking near your lines, you have bigger problems in the 40k world than a Cryptek and his squad.


This exactly. You can only have a maximum of 2 from Crypteks, and one from Obyron.


Couldn't they already do this in the last codex? Not to mention the marines have been able to do it for a while now as well.

This message was edited 1 time. Last update was at 2012/01/05 03:40:15


   
Made in ca
Lethal Lhamean





somewhere in the webway

omg i cant beat a unit using the same army and tatics i always use....that army is OP and needs to be nerfed....



not likley. just update your tatics. yea night fight is annoying but it hurts the crons as much as it does you. lightning only hits on a 6... so its unreliable at best, and solar pulse is same. borrow or whatever you need to do to sit down and learn the necron codex. read special rules, and so on, and you should be able to figure out how to fight them. but stating they are OP or impossible to beat strikes me more as ignorance and refusal to adapt then anything else.

Melevolence wrote:

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 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in ph
Nihilistic Necron Lord




The best State-Texas

n0t_u wrote:
Praxiss wrote:Deep Striking land Raiders


This one was always more hilarious than overpowered.

The point is most rules initially seem stronger than they are due to them be unexpected and no one having found the way to best counter it yet. Once it has been figured out it can then be determined if the rules are actually overpowered or not. In the case of the codex overall you need to wait for the bigger tournaments to get a more "official" idea of where they sit in terms of power.

Sasori wrote:
Dytalus wrote:
Soltari wrote:
Sasori wrote:
Soltari wrote:Cryptek's ability to teleport his squad each turn is broken. Even GK Interceptors aren't so broken.


How is this in anyway broken?


How this isn't broken? Moving each turn any squad Cryptek has joined anywhere on the table is just devastating. No place to hide, anything in your FOC becomes soft flesh.


It's via deep strike. So they can't assault, and count as moving for shooting, and can scatter into terrain and get wiped out. If you can't defend against something deep striking near your lines, you have bigger problems in the 40k world than a Cryptek and his squad.


This exactly. You can only have a maximum of 2 from Crypteks, and one from Obyron.


Couldn't they already do this in the last codex? Not to mention the marines have been able to do it for a while now as well.


Yes, the old one could even pull them out of combat. Now, only the Ghostwalk Mantle does that.

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
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Made in au
Lady of the Lake






So what's the big deal then? They may have a maybe better CC unit now, but deep striking stops them from warping up then charging anyway...

   
Made in gb
Fresh-Faced New User





Deep striking landraiders....

I remember facing them for the first time...

At first i was like: LOL!.....but then i relised he was serious =/

ONTOPIC: I use the new necrons, they dont need nerfed, OP seems like on of those people "zomg i lost to a new army, new army is liek so OP yo! nerf it nao!!!!"
   
Made in au
Lady of the Lake






I remember the initial arguments about it being stupid simply because it had land in the name. Was fun to post a picture of Arkhan Land every time it came up. Simply because the only picture of him looks like he is fairly annoyed or disappointed.

   
 
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