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![[Post New]](/s/i/i.gif) 2009/07/02 01:02:51
Subject: A radically differnt stat line for necrons
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Stalwart Tribune
Olympus Mons
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And make them even more vulnerable to Blast weapons, particularly battle cannons.
The idea of them teleporting every turn seems a little to much to me, really.
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2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/07/02 01:35:01
Subject: A radically differnt stat line for necrons
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Decrepit Dakkanaut
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And that is what Tactics are all about. It's not good to Teleport all the time, because there are some downsides like Templates and such.
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![[Post New]](/s/i/i.gif) 2009/07/02 02:08:58
Subject: A radically differnt stat line for necrons
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Stalwart Tribune
Olympus Mons
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Yeah, I guess I can see that. Maybe open it up then a little bit, like 18"
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2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/07/02 05:38:18
Subject: A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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I think that would kinda change the image of them, though. they're supposed to be the sort of slow, devastating advance sort of people. maybe only give that to their CC units? like the pariahs and wraiths? also, only flayed ones should be able to deep strike IMO, kind of giving them an 'appear anywhere, anytime' feel.
making them arrive as if they're in deep strike would be cool, no closer than 24"? 12"? 18"? from the nearest squad to your table edge on the first turn, no rolls required to see if they CAN deep strike. and no mishaps. if some guy lost all of his units in the first turn because all of them had mishaps, that would just suck, and no one would ever play the 'crons again.
But this goes with my theory that they should be low-initiative, low skill, but high damage and toughness without AS's or at least a small one, making them a close up, slow but dangerous advance.
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This message was edited 1 time. Last update was at 2009/07/02 05:43:06
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![[Post New]](/s/i/i.gif) 2009/07/02 12:03:19
Subject: A radically differnt stat line for necrons
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Decrepit Dakkanaut
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Mars.Techpriest wrote:Yeah, I guess I can see that. Maybe open it up then a little bit, like 18"
I suggested 12" because it is roughly comparable to Jump Infantry.
At 18", it's much more mobile, like Jetbikes. That's probably too much, IMO.
____
crazypsyko666 wrote:they're supposed to be the sort of slow, devastating advance sort of people. maybe only give that to their CC units? like the pariahs and wraiths? also, only flayed ones should be able to deep strike IMO, kind of giving them an 'appear anywhere, anytime' feel.
making them arrive as if they're in deep strike ... and no mishaps.
they should be low-initiative, low skill, but high damage and toughness without AS's or at least a small one, making them a close up, slow but dangerous advance.
If it's too much, you could attach the Teleport effect to HQ and support units. Of course, if GW could give a better concept, then this won't be as much of an issue.
Kind of like Drop Pods?
I'd be OK with that. I definitely don't like WS4. But I'm OK with them having a good save.
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![[Post New]](/s/i/i.gif) 2009/07/02 14:52:08
Subject: A radically differnt stat line for necrons
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Stalwart Tribune
Olympus Mons
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Actually, giving all necron a drop-pod style deep strike would be cool.
Could also tie it in to We'll be back
"We'll be back" - At the beginning of any movment phase, you may remove a necron unit from the board and place it in reserve.
"We're back" - Any necron unit put in reserve this way may teleport when it arives according to the 'from the sands' rule.
As for the save, I still think it would be nice if they were something other then MEQ
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2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/07/02 16:16:45
Subject: A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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i like having the dead guys come back drop-pod style without the drop pods. this is just imo, but having them come back deep strike style makes them more "scattered amongst the sand" or whatever. but the idea of having them come back altogether is a good idea. i think phaseout should be reduced some.
maybe add teleportation to an elites/fast attack/HQ for additional points, like an armory upgrade.
maybe instead of having the necrons in a monolith arrive like they were in a transport, letting them have the option of arriving, drop pod style into the middle of something, making it a relay point of sorts.
WS:3 sounds good to me. also I:3, and S:5, and every hit counts as a glancing hit, if not penetrating already, including CC. something's gotta make up for the lack of tank, other than a god.
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![[Post New]](/s/i/i.gif) 2009/07/02 17:40:31
Subject: A radically differnt stat line for necrons
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Stalwart Tribune
Olympus Mons
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I think 4+ or even 5+ to glance would be fine. Don't forget, you can still glance a vehicle to death. 6 Imobalized/Weapon Destroyed will take out a landraider. I can see Strength 5, I'm not sure about I3, They are slow machines after all. Terminator style I get hit, I get hit, I punch you and you fly across the room.
I'd personaly just make it that the necron play can count the portal as part of his board edge, & any necon ariving from reserve can walk on from the portal rather then 'rising from the sands'. Each monolith could also modify this by allowing them to come in on that turns reserve rolls, or maybe even auto-arive
Give heavy destroyers some kind of Super-Guass 2-4 glance, 5-6 penetrate cannon, and the Monolith some form of Vanquasher-stat partical wip & there's be enough anti-tank in the army I think.
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2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/07/02 18:40:17
Subject: A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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for the monolith, that makes sense. make it a moving fortress of sorts. sort of like a spawn point if you play first person shooters, but they NEED to do something with them to make them special, or different.
also, this may be ridiculous, give all non CC necrons I:1. to counteract this, give CC necrons some first strike rule, so they ALWAYS attack first when they charge into assault.
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![[Post New]](/s/i/i.gif) 2009/07/02 19:24:15
Subject: A radically differnt stat line for necrons
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Decrepit Dakkanaut
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I'm OK with S5 T4 - I don't think 40k uses this for anything else right now, so it'd be a nice differentiator.
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![[Post New]](/s/i/i.gif) 2009/07/02 19:36:43
Subject: A radically differnt stat line for necrons
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Da Head Honcho Boss Grot
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Why would necrons always strike first in assault?
Not even eldar have that rule, it'd be silly. And I1 is barely any different from I2 anyway.
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Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it. |
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![[Post New]](/s/i/i.gif) 2009/07/02 20:11:52
Subject: A radically differnt stat line for necrons
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Decrepit Dakkanaut
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I1 is simul with PFs
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![[Post New]](/s/i/i.gif) 2009/07/02 20:18:40
Subject: A radically differnt stat line for necrons
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Stalwart Tribune
Olympus Mons
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And slower the Tau! My guys would hit something first.
I5 for some of the assault troops would be more reasonable.
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2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/07/02 21:24:48
Subject: A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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it's supposed to make them represent being slower, but harder hitting, and the first strike thing would be to balance that out. they'd have to seriously thin the enemy out in CC first attack or they'd be screwed. this is for warriors, btw. it was a weird idea, just wanted to know what you guys thought about it. it's supposed to be kinda like a tank character from an mmo. slow, but hard hitting and can soak up damage. if they don't get the first strike thing, they could just get smashed outright.
I do want them to have a low I, but it was just an idea.
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![[Post New]](/s/i/i.gif) 2009/07/02 21:27:28
Subject: A radically differnt stat line for necrons
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Decrepit Dakkanaut
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If he's a MMO Tank, then he can sit there and take it at I2 or I1.
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![[Post New]](/s/i/i.gif) 2009/07/02 22:14:39
Subject: A radically differnt stat line for necrons
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Stalwart Tribune
Olympus Mons
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I actualy like the idea of Warriors in CC being 'beat on them quickly or were're screwed!' It fits their fluff to me. I1 Rending, would make everyone pause, but swift assaults could still take them out.
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2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/07/03 00:20:43
Subject: A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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Mars.Techpriest wrote:I actualy like the idea of Warriors in CC being 'beat on them quickly or were're screwed!' It fits their fluff to me. I1 Rending, would make everyone pause, but swift assaults could still take them out.
I was kinda going for that version of a tank. slow but hard hitting and no use if badly outnumbered. and come to think of it, they could have that and a lower str than i was originally thinking. WS:3 BS:3 S:4 W:2 I:2 A:1 T5/6 SV:-/6+ rending. gauss blaster: 18" S:5 AP:4 assault 2, rending, phase out in 20% casualties, WBB on a 5+ roll, fearless (because it FITS, not because i don't want to deal with morale checks).
Maybe a teleport out of CC ability? something like, in CC, if the squad has sustained 25% casualties, you can roll a dice to do a mini-phaseout 18" away from the squad previously in CC with on a roll of D6 5+, giving them a 1/3 chance of bailing out of a bad situation, but if they do that they give up the chance of a WBB that turn.
Considering this, the first strike concept is a bad one, they already get the extra attack for charging in, and then they can teleport out of CC anyways.
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![[Post New]](/s/i/i.gif) 2009/07/03 00:44:12
Subject: A radically differnt stat line for necrons
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Stalwart Tribune
Olympus Mons
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I still don't like necron being cover-huggers, which is what Sv -/6+ causes. I'd like to see Relentless & Rapid fire for their weapon, rather then Assault 2, personaly. I also think Str 5 ap 4 is a little exessive. I'm a fan of 5+ poisoned & 5+ Glance on 'bolter', and than rending in CC. Plus that would allow them and Tau to continue haveing unique weapons.
The 'Well Be Back' ablity to pull a squad off the table alrady gives them a way to leave combat if it last more then one round, I don't think they need another one.
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This message was edited 1 time. Last update was at 2009/07/03 00:45:45
2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/07/03 00:48:37
Subject: A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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makes sense. you could just be a dick and never let them have cover saves. XD
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![[Post New]](/s/i/i.gif) 2009/07/03 00:49:20
Subject: A radically differnt stat line for necrons
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Missionary On A Mission
The Eye of Terror
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An Wraithguard costs 35 points, has an AP2 weapon that is half your recommended range and has a special rule that is slightly better than rending, and goes to sleep mid-battle 1/6 of the time unless they are babysat, and only has 1 wound and a save that can be denied by AP3, rather than AP2 or 1 like FNP.
How many points would this new Necron cost? 50?
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![[Post New]](/s/i/i.gif) 2009/07/03 00:53:36
Subject: A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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what would you propose altogether?
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![[Post New]](/s/i/i.gif) 2009/07/03 01:04:37
Subject: A radically differnt stat line for necrons
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Stalwart Tribune
Olympus Mons
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Necron Warrior (~20pts)
WS 3, BS 4, S4, T5, W1, I1, A1, LD 8, SV-
Special Rules: FNP, May not take cover saves, Relentless, Rending
Gauss Rifle: Str 3, AP 5, 24" Rapid Fire, Poison (5+), Guass (Glance on 5+)
WBB: At the begining of the movement phase (after reserves)you may remove any unit on the board and place it in reserves.
Errorless Deep Strike.
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2500 1000
Mechanicum Fleet 2000 1000
2000? (Almost all 2nd ed.)
I think that about covers it. For now. |
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![[Post New]](/s/i/i.gif) 2009/07/03 01:18:17
Subject: A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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for WBB, include some sort of roll into that, other than that, looks good. so what to do with monoliths?
all reserve units can be placed in the monolith? 1 deep strike per turn, endless capacity? i was also thinking no exit points, and just have them rely on the deep striking. this wouldn't ruin having more than one, because you could only deep strike one per turn. Automatically Appended Next Post: in addition to that, make it so in games of 1500 points or more a minimum of one monolith is required if we go along with that idea.
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This message was edited 1 time. Last update was at 2009/07/03 01:43:14
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![[Post New]](/s/i/i.gif) 2009/07/03 04:14:55
Subject: A radically differnt stat line for necrons
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Decrepit Dakkanaut
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I agree with the no-cover bit, which is why I proposed Sv3+/4++ base save.
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![[Post New]](/s/i/i.gif) 2009/07/03 05:55:28
Subject: Re:A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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now i see why it takes so long to make a codex...
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![[Post New]](/s/i/i.gif) 2009/07/03 15:53:31
Subject: A radically differnt stat line for necrons
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Huge Hierodule
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I came up with an idea for Gauss vs Vehicles: On a result of 6 to penetrate armour, check wether it has any effect, then consult this chart:
If it fails to penetrate armour, it instead inflicts a single glanceing hit.
If it normally would roll a glanceing hit, the hit is penetratwing instead.
If the Hit is Penetrateing, it recieves +2 on the Damage table.
So, Warriors will no longer be single-shoting Landraiders, but the rest of the armies AT has improved. Any opinions?
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2009/07/03 16:05:04
Subject: Re:A radically differnt stat line for necrons
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Regular Dakkanaut
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Agreed with others, AP1 is not the way to go. I don't see them as a 'shooty army', more like a very durable army that you can't kill before they tear your guys to ribbons. Or at least that's what I think they should be. Here's my statline idea:
WS BS S T W I A LD
3 4 4 5 1 1 1 10
Stubborn, Feel No Pain
Gauss Rifle
Str AP
4 -
Have guass weapons get rending if they roll a 5 or 6 to wound. when hitting vehicles, hitting with a 6 always glances with a +1 to armor penetration rolls (so they can still kill vehicles on a glance; it would make them VERY viable to mech lists)
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![[Post New]](/s/i/i.gif) 2009/07/03 20:20:20
Subject: A radically differnt stat line for necrons
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I'll Be Back
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Initiative 1 is a bad idea. Even if they kill Powerfist Guy, he still gets to strike and Necrons + PFs = Sad Face.
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![[Post New]](/s/i/i.gif) 2009/07/04 02:20:17
Subject: A radically differnt stat line for necrons
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Da Head Honcho Boss Grot
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Some things are going to have to make necrons have a sad face.
They're already immune to just about everything that's not a powerfist, with that statline.
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Anuvver fing - when they do sumfing, they try to make it look like somfink else to confuse everybody. When one of them wants to lord it over the uvvers, 'e says "I'm very speshul so'z you gotta worship me", or "I know summink wot you lot don't know, so yer better lissen good". Da funny fing is, arf of 'em believe it and da over arf don't, so 'e 'as to hit 'em all anyway or run fer it. |
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![[Post New]](/s/i/i.gif) 2009/07/06 07:43:43
Subject: A radically differnt stat line for necrons
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Member of the Malleus
San Francisco Bay, CA, Ancient Terra, Sol System
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Mars.Techpriest wrote:Necron Warrior (~20pts)
WS 3, BS 4, S4, T5, W1, I1, A1, LD 8, SV-
Special Rules: FNP, May not take cover saves, Relentless, Rending
Gauss Rifle: Str 3, AP 5, 24" Rapid Fire, Poison (5+), Guass (Glance on 5+)
WBB: At the begining of the movement phase (after reserves)you may remove any unit on the board and place it in reserves.
Errorless Deep Strike.
i'd make rending only apply to vehicles or some other handicap, never let them move beyond 4" in any movement opportunity, (standard movement, charging, etc.) Automatically Appended Next Post: Orkeosaurus wrote:Some things are going to have to make necrons have a sad face.
They're already immune to just about everything that's not a powerfist, with that statline.
i think long range-weaponry would give them a pretty sad face. they've only got an 18" range on them.
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This message was edited 1 time. Last update was at 2009/07/06 07:44:27
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