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KOS wrote:

If someone is interested about it, the Silver Skulls chapter has been wiped out by them.


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A Town Called Malus wrote:
Revarien wrote:
ShumaGorath wrote:
It has a lot to do with how they're written in the ultramarines book. They're not just Marines, they're the best marines possible.


But every codex makes their own army look amazing... with grandiose feats of legend... Every single one (no I don't count White Dwarf 'Codex').... The only one I can think of that bad mouth's itself is the Genestealer Cult 'Dex' in the Warjournal mag... it even says "why would you play this army? Good question... ".


The Tau Empire codex doesn't have grandiose feats of legend, or at least not compared to stuff like Draigo. The Tau get beaten back badly by the Imperium in their first conflict (though some of that is the Tau's view that lives are more important than ground so retreat is not shameful), until they eventually grind them to a halt with the Imperium forces over stretched and cut off from supply lines before allowing the IoM forces to withdraw unopposed rather than prolonging the war.

In fact I can't recall any events in that book which strike you as total fan service or ridiculous. Probably the most heroic is Commander Farsight's war against the Orks with a numerically inferior force but that was just excellent use of natural terrain and guerilla tactics along with the fact that he set up his base of operations in a natural fortress so when he was eventually surrounded he could hold off the Ork forces until his army could be evacuated and the Orks, weakened by constantly attacking his forces, could be wiped out by the other Tau forces.


The Tau Codecies were the most balanced in terms of fluff and power level of any army in the game. Its a shame that more books weren't written to emulate them as opposed to the power creep.

And how long has the latest Codex writing style been en vogue? It's just horrible! I picked up the GK codex a while ago, and hated that, but once I got the DE book I realized it was actually a trend. Why do I have to look in three-four different parts of the book just to find out everything that a particular unit is equipped with? What is the point of a comprehensive wargear section if I have to look in other sections of the book to find what I need? Come on, guys. I have ADD. I can't look in three areas to find out what Purifiers do, or how Wyches are equipped! I'll be 2 hrs looking because I got distracted by other cool stuff and still never found what I was first looking for.

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Nagashek wrote:
And how long has the latest Codex writing style been en vogue? It's just horrible! I picked up the GK codex a while ago, and hated that, but once I got the DE book I realized it was actually a trend. Why do I have to look in three-four different parts of the book just to find out everything that a particular unit is equipped with? What is the point of a comprehensive wargear section if I have to look in other sections of the book to find what I need? Come on, guys. I have ADD. I can't look in three areas to find out what Purifiers do, or how Wyches are equipped! I'll be 2 hrs looking because I got distracted by other cool stuff and still never found what I was first looking for.


Y'know this is something I've heard often, and I don't completely agree. I think the current layout does make it harder to get a grip on new rules (because you have to flip back and forth to understand what the special rules are vs the points cost etc). But once you've read through it and know basically what x or y wargear/rules are, it is a lot easier to build an army list with all the points and short notes in the army list section at the back.

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Nagashek wrote:And how long has the latest Codex writing style been en vogue? It's just horrible! I picked up the GK codex a while ago, and hated that, but once I got the DE book I realized it was actually a trend. Why do I have to look in three-four different parts of the book just to find out everything that a particular unit is equipped with?


For a while now. Since 4th Ed Eldar.

They had this great layout going with 4th Ed Marines, Black Templars, Tau, Tyranids and then 4th Ed Eldar comes along (with its incorrect page references) and made things needlessly complicated. It's been like that ever since. The Guard Codex is by far the worst offender, where most of its rules in the armoury just say 'look at page XX'. What's the point in having an armoury if most of the text in that armoury is telling you to look elsewhere in the book?

This message was edited 1 time. Last update was at 2011/11/04 23:46:55


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The Tau Codecies were the most balanced in terms of fluff and power level of any army in the game. Its a shame that more books weren't written to emulate them as opposed to the power creep.


I see you did not play a melee army in fourth edition.

This message was edited 1 time. Last update was at 2011/11/05 00:10:14


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ShumaGorath wrote:
The Tau Codecies were the most balanced in terms of fluff and power level of any army in the game. Its a shame that more books weren't written to emulate them as opposed to the power creep.


I see you did not play a melee army in fourth edition.


I shot a few of them. Heh. I built a Khornate Demon bomb army in 4e that worked wonders for the 2 months that I had it before Codex: Bland Marines came out. Then it was back to Tau and my DIY SM, who in 4e were freaking hammers.

HBMC you hit my problem exactly on the head. The new books are lousy with new options, so having to learn the new weapons, the new wargear, the new units, and then not having any of these items in a consistent location means it takes even longer to build a decent list. And while some at GW thinks it keeps things "fun" and "Fresh" because people aren't coming up with uber combos 20 minutes into having the new book in their hands, I know that it instead presents another barrier to the entry level player to stick with the game. Then again, I also know that there are many people who can not wrap their heads around Mathhammer and unit synergy unless it is spelled out for them (a majority, in fact) so that impediment (if intentional) is foolish anyway.

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
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So, any hope to going back to the way it was before all the information used to outfit a single unit isn't spread out all over the book?

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H.B.M.C. wrote:
Nagashek wrote:And how long has the latest Codex writing style been en vogue? It's just horrible! I picked up the GK codex a while ago, and hated that, but once I got the DE book I realized it was actually a trend. Why do I have to look in three-four different parts of the book just to find out everything that a particular unit is equipped with?


For a while now. Since 4th Ed Eldar.

They had this great layout going with 4th Ed Marines, Black Templars, Tau, Tyranids and then 4th Ed Eldar comes along (with its incorrect page references) and made things needlessly complicated. It's been like that ever since. The Guard Codex is by far the worst offender, where most of its rules in the armoury just say 'look at page XX'. What's the point in having an armoury if most of the text in that armoury is telling you to look elsewhere in the book?


From a design perspective the current layout maximizes space, it allows them to get large fluff writeups and painted unit illustrations into every page and maximises the visual impact of a page flip. By comparison the anemic 4E books were pretty bland. The tyranid book for instance was nothing but concept art and single paragraph text blurbs. The codexes read much better from the standpoint of someone interested in the story and visual impact of the game, they're story and picture books first and manuals on in game armies second. They could certainly be formatted better, but it's not like the old layout was good either.

The 4E carnifex had like ten wargear items unique to it. Why the hell did I have to constantly search a multi page armoury up and down for references on equipment that one unit has? Why were psychic powers kept in their old section when the marines only had one psychic unit? If the number of special rules that exist now existed in late third and early fourth those armoury sections would be labyrinthine caverns of text and players would still have to constantly flip back and forth to get information.

This message was edited 3 times. Last update was at 2011/11/05 04:40:52


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Totally agree with Shuma. 4th edition armory and army list sections were just horrible streams of text. I hate looking for anything in the Tau book.
   
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ShumaGorath wrote:
Mustache twirly mechana-douches with fluff that doesn't directly contradict itself over 20 times in the book and that isn't dysfunctional at an incredibly basic level. The old necron fluff was awful, easily the worst in the game after the sisters.


Actually it was a big improvement over the White Dwarf article that hatched Necrons. So far as the "Bad Space Mummy" angle they came up with for the new one, I don't see anything but a decline quality. I am still tempted to convert a Monster Cereal army to go with the new fluff.

Only now do I realize how much I prefer Pete Haines' "misprints" to Gav Thorpe's "brainfarts." :Abadabadoobaddon 
   
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Reecius, I just listened to your podcast, and while I agree with you for the most part, there are a few things I thought you guys may have missed in your review.

I'll go ahead and start with Wraiths

While Wraiths don't get the RP, they compensate this by coming with 2W and a Phase shifter for free. That's pretty big on it's own. Now, if you couple this with rending and it's a pretty nasty CC unit.

I think one of the biggest things wraiths have going for them, is that if they take Whipcoils and assault into something in cover, they will go first.(They don't take terrain tests at all), with 4 attacks on the charge, and wounding almost everything on a 2+ they are pretty brutal. I Just don't see many things surviving and assault with wraiths, so I really disagree with all the thumbs down on them.
Truly, I think the only thing that's a Ding against Wraiths, is that they compete against Scarabs.


Next is the Lycheguard. I agree with your review that you'll want to take the Hyperphase sword, and Dispersion shield. Now, you said before that these guys are going to get wrecked by Terminators, but this isn't the case. A few people (In the 200 page thread) Have already math hammered The Lycheguard vs TH/SS terminators, and they end up coming out pretty even. Usually the one that charges comes out on top. The main reason for this was that the 4++/5+RP comes out to the same as the 3++ SS. Add in the Rez orb, and they are the clear winners each time. I think these guys would serve mainly in a counter assault role, rather than something to go hunting on it's own.

As for Triarch Pratetorians, I agree that they suck. However, I didn't hear any mention in the podcast, that the Rods are also power weapons. This helps them a little, but they are still quite terrible.

The Tessarect labyrinth, isn't a random character. You pick any character or MC in base contact, and they need to roll equal to, or under their remaining wounds. Not bad.

Other than that, I think you guys are pretty spot on. I think a lot of things will require table testing, as we all know how things can look on Paper.


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Sasori wrote:Reecius, I just listened to your podcast, and while I agree with you for the most part, there are a few things I thought you guys may have missed in your review.

I'll go ahead and start with Wraiths

While Wraiths don't get the RP, they compensate this by coming with 2W and a Phase shifter for free. That's pretty big on it's own. Now, if you couple this with rending and it's a pretty nasty CC unit.

I think one of the biggest things wraiths have going for them, is that if they take Whipcoils and assault into something in cover, they will go first.(They don't take terrain tests at all), with 4 attacks on the charge, and wounding almost everything on a 2+ they are pretty brutal. I Just don't see many things surviving and assault with wraiths, so I really disagree with all the thumbs down on them.
Truly, I think the only thing that's a Ding against Wraiths, is that they compete against Scarabs.


Next is the Lycheguard. I agree with your review that you'll want to take the Hyperphase sword, and Dispersion shield. Now, you said before that these guys are going to get wrecked by Terminators, but this isn't the case. A few people (In the 200 page thread) Have already math hammered The Lycheguard vs TH/SS terminators, and they end up coming out pretty even. Usually the one that charges comes out on top. The main reason for this was that the 4++/5+RP comes out to the same as the 3++ SS. Add in the Rez orb, and they are the clear winners each time. I think these guys would serve mainly in a counter assault role, rather than something to go hunting on it's own.

As for Triarch Pratetorians, I agree that they suck. However, I didn't hear any mention in the podcast, that the Rods are also power weapons. This helps them a little, but they are still quite terrible.

The Tessarect labyrinth, isn't a random character. You pick any character or MC in base contact, and they need to roll equal to, or under their remaining wounds. Not bad.

Other than that, I think you guys are pretty spot on. I think a lot of things will require table testing, as we all know how things can look on Paper.



I agree, 2 Str 6 rending attacks and a 3++ on 2 wound jump infantry is quite good. Totally disagreed with the review of Wraiths. I really wish those models were in the first wave.
   
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@Sasori

Hi, thanks for the thoughtful input.

I am on the team with Reecius, Will and Frankie.

We have reversed our opinion on Wraiths. We think they are pretty awesome too, after more thought for all the reasons you stated. They are really brutal and that point about the whip is right on the money.

We think wraiths, scrabas, spiders (we were off about how good these guys are, too, when taken en masse) Doom Scythes are the stand outs in the book.

On the whole though, the book is pretty disappointing. Play testing will really tell, but we're seeing only 3 viable builds in there.


Automatically Appended Next Post:
Lycheguard can work, but they are slow and can not take an assault vehicle to deliver them. The res orb is a good point, but most dedicated assault units will run through them. I think they need to be cheaper, honestly. Cool concept, but we'll see how they play out on the table top.

This message was edited 1 time. Last update was at 2011/11/05 21:25:08


 
   
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Brother-Captain Pancho wrote:@Sasori

Hi, thanks for the thoughtful input.

I am on the team with Reecius, Will and Frankie.

We have reversed our opinion on Wraiths. We think they are pretty awesome too, after more thought for all the reasons you stated. They are really brutal and that point about the whip is right on the money.

We think wraiths, scrabas, spiders (we were off about how good these guys are, too, when taken en masse) Doom Scythes are the stand outs in the book.

On the whole though, the book is pretty disappointing. Play testing will really tell, but we're seeing only 3 viable builds in there.


Automatically Appended Next Post:
Lycheguard can work, but they are slow and can not take an assault vehicle to deliver them. The res orb is a good point, but most dedicated assault units will run through them. I think they need to be cheaper, honestly. Cool concept, but we'll see how they play out on the table top.


I really enjoyed your podcast. I think the audio quality could be a bit better, but the content was there and in the end that's what matters.

I think with time, we'll see some things work together, that didn't seem apparent at fist. If I Remember correctly, Long Fangs were not discovered right of the bat, either.

Overall, I think the Book is a Solid Middle tier, with Dark Eldar. I really don't think it's as uncompetitive as Tyranids.

While I'm not going to base any hopes on this, the book was written with 6th Edition in mind, and I think we'll see some changes when it rolls around. While GW's Track record isn't the best with books that "Were made for the next Edition" (Beastmen and Chaos Daemons come to mind)

Overall, I can't complain. I'm glad to have an update, and this is a codex I feel I can reliably win with quite often. I'm looking forward to more content from you guys, keep up the great work!

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Dice Monkey wrote:
ShumaGorath wrote:
Mustache twirly mechana-douches with fluff that doesn't directly contradict itself over 20 times in the book and that isn't dysfunctional at an incredibly basic level. The old necron fluff was awful, easily the worst in the game after the sisters.


Actually it was a big improvement over the White Dwarf article that hatched Necrons. So far as the "Bad Space Mummy" angle they came up with for the new one, I don't see anything but a decline quality. I am still tempted to convert a Monster Cereal army to go with the new fluff.


Yes, because previously the faster then light super tech race that couldn't cure its cancer worshipping not gods who ate souls but couldnt interact with the warp and who prosecuted war by making human skeleton robots despite having the ability to control time is so much better then what they have now.

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ShumaGorath wrote:
Yes, because previously the faster then light super tech race that couldn't cure its cancer worshipping not gods who ate souls but couldnt interact with the warp and who prosecuted war by making human skeleton robots despite having the ability to control time is so much better then what they have now.


Still 100,000% better than the new version take your pick, Tomb Kings in Space or Bad Space Mummies From Space Egypt.

Only now do I realize how much I prefer Pete Haines' "misprints" to Gav Thorpe's "brainfarts." :Abadabadoobaddon 
   
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Dice Monkey wrote:
ShumaGorath wrote:
Yes, because previously the faster then light super tech race that couldn't cure its cancer worshipping not gods who ate souls but couldnt interact with the warp and who prosecuted war by making human skeleton robots despite having the ability to control time is so much better then what they have now.


Still 100,000% better than the new version take your pick, Tomb Kings in Space or Bad Space Mummies From Space Egypt.


C'Tan ate life force, not souls.

"...A sacrifice of men, but the precious souls are not consumed, they are cast adrift. Many are the daemons that wait like carrion to feast on the leavings from this rich table."

Page 26 of the old codex, "Visions of the Sleeping God".

This message was edited 2 times. Last update was at 2011/11/06 01:08:53


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Have brefly looked at the army list, but liking what I see. Right now reading the fluff, and loving it. Giving me so many good ideas for my new necron Army, since I got rid of my old one a few months ago in preperation.

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Monster Rain wrote:
Dice Monkey wrote:
ShumaGorath wrote:
Yes, because previously the faster then light super tech race that couldn't cure its cancer worshipping not gods who ate souls but couldnt interact with the warp and who prosecuted war by making human skeleton robots despite having the ability to control time is so much better then what they have now.


Still 100,000% better than the new version take your pick, Tomb Kings in Space or Bad Space Mummies From Space Egypt.


C'Tan ate life force, not souls.

"...A sacrifice of men, but the precious souls are not consumed, they are cast adrift. Many are the daemons that wait like carrion to feast on the leavings from this rich table."

Page 26 of the old codex, "Visions of the Sleeping God".


Yeah, and what exactly is life force, if it's not a soul? Thats never elaborated on, but life force and soul is used interchangeably by writers when referring to demonic issues, so who knows. Maybe everyone was a fething jedi before the C'tan showed up. This is actually one of the biggest holes in the fluff, since they abstractly state that life force is different from a warp presence, and yet if it exists at all that's blatantly untrue. The necrons were never tomb kings in space until now, they used to be the terminators from terminator flying around in half moons worshipping cthulu. They were an army of pop culture references worthy of the writers from blizzard.

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ShumaGorath wrote:Yeah, and what exactly is life force, if it's not a soul?


"...the deliciously focused trickles of electromagnetism that leaked from the mortal bodies of the Necrontyr about them..." P. 25, The C'Tan Incarnate

There. That's what the C'Tan craved from The Living, and we've already established that they don't eat the souls. I rest my case, whether you choose to accept it is another matter entirely. Horses to water and all that.

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Monster Rain wrote:
ShumaGorath wrote:Yeah, and what exactly is life force, if it's not a soul?


"...the deliciously focused trickles of electromagnetism that leaked from the mortal bodies of the Necrontyr about them..." P. 25, The C'Tan Incarnate

There. That's what the C'Tan craved from The Living, and we've already established that they don't eat the souls. I rest my case, whether you choose to accept it is another matter entirely. Horses to water and all that.


Why couldn't a race that can control time and space just manufacture that electromagnetism? We can do it and we can barely control monster trucks.

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Personally I don't think that Spyders are as good as some have claimed. They can certainly be a tough nut to crack, but they compete with Annihilation Barges, which are probably one of the best units in the game. Similarly, Doom Scythes are very lethal but very vulnerable, and are quite bad at actually being transports thanks to their horrible special rules regarding what happens when they are destroyed. I can see people taking Warriors or Immortals on foot and adding Doom Scythes as gunships, but using them as actual transports is extremely risky.
   
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ShumaGorath wrote:
Why couldn't a race that can control time and space just manufacture that electromagnetism? We can do it and we can barely control monster trucks.


What do you think is more delicious fried turkey wrapped in bacon or tofurkey wrapped in beggen strips?

Only now do I realize how much I prefer Pete Haines' "misprints" to Gav Thorpe's "brainfarts." :Abadabadoobaddon 
   
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Hey there Reece!

Thanks for putting this review together. It was an enjoyable listen. Mostly some good observations. You are too nice to some of the units, but fortunately Frankie is there to say he didn't like it. haha

I want to jump in and squash some stuff that you guys might have misinterpreted into being too good. The Staff of the Destroyer and the Death Ray don't hit every model in the unit. The unit hit by the line takes a number of hits equal to the number of models under the line. Its a really fancy way of saying the models hit by the line are hit, but those models don't have to be the ones wounds are allocated to. So a non-sniping jaws...

Imotek is good, but it isn't 'night fight all game'

You do have a 100% night fight turn 1, a 67% night fight on turn 2. But it drops significantly from there. You'll only have a turn 3 night fight in 33% of your games, and only 11% of your games will have 4 turns of night fighting.

Assuming you are facing a typical IG parking lot, that will be 11-12 chances per turn. Lets call it two lightning strikes per turn.

So if we are only counting on two turns of night fight, then we'd get that twice. Each turn, two random chimeras take d6 strength 8 side armor hits. Thats like two long fang units for the first two turns of the game, but they are forced to shoot at random targets. Since he costs a long fang unit more than a regular overlord, I think that it is very good (and nearly auto-include) but it isn't game breaking. Sure you might get night fight all game long. But you might face a KP denial ork army, or another necron army that is all foot and monoliths.

It is my interpretation that you can only take the cryptek discipline options once per army. For example, you can have 5 harbingers of destruction (each with a lance), but only one solar pulse and one gaze of flame.


The coolest feature of necrons, and unfortunately it pretty much revolves around a special character for top end competitive play, is to run 30 scarabs, and no real dedicated anti-tank shooting. Use a combination of night fight and stealth to get as many scarabs as you can onto the chimera/razorback/rhino parking lot, entropic the HELL out of them, and then eternity gate your immortal units out in the end game and blow the low armor vehicles to smithereens. Particle whip any survivors. The playtesting I just got back from doing has scarabs at the top end of tank kill. They are really the unit of the dex, at least until the edition changes.

I've faced a C'tan... he had worldscape and gaze of death... meh. Like you guys were kind of getting at, he is marginally survivable, marginally effective in CC, and marginally useful as an army wide combo. But as slow as ever, I guess being a masochistic tyranid player for months longer than most people could even stand it has me just absolutely loathing MCs that don't have fleet.

I like monoliths, the price point is right, the door is good, and you can use the friendly versin of the door and particle whip while moving 6. Thts plenty of transport capacity. I like a unit of spiders, its really pretty simple, spiders can stay with scarabs for two movement phases before the scarabs charge, that means, no matter what, that each spider poops out two scarab bases, since scarab bases are the best thing in that book, I count that as a 30 point decrease in cost for the spiders, would you pay 20 points per spider? Hell, I might even pay the extra points per spider to make them able to fix monoliths. Since thats where they are going to be hanging out. The particle whip can be weapon destroyed now, and so I think that might be something I'd want for the end game. I'll want them moving too.

Troops I don't really have a decision yet, just like you guys... but I think immortals synergize better in the scarab lists, we will really have to see how low you can reliably get razorback and chimera armor down before they flamer away all your scarabs, but my hunch is that that extra point of strength will be crucial, also, until we get a bigger disembarkation move, it will be tough to get more than 12-13 warriors out of the portal on those aggressive turns. And reanimation protocols doesn't really kick in for warriors unless they are 15+ strong. My IG were very consistenly taking down 10 strong units in cover in one phase. You need more bodies or power armor.

Elites has me pretty stumped, and you guys were about the same, sort of defaulting to C'tan. I think the stalker is probably the best bet. You are going to need a few key long range anti-tanks for if nightfight drops off early or they manage to trash your 36 scarabs before you did enough work on their parking lot. I don't think they are super awesome... but I think a pair of them might be nice. Twin-link your immortal shooting and take a couple stabs at a vehicle, and also packing that heavy flamer for the occasional annoying genestealer unit that you don't want actually winning a combat for once. The reality is, I don't think necrons need the elite slot. What I want (at least after looking for one day and playing one game) is already expensive enough.

I know you are hesistant to put them above middle tier, especially with just a day to look at it... but I'm a little bit afraid of this with IG.

imotek
4x destruction crypteks, one solar pulse

8x immortals
8x immortals
9x immortals
9x immortals

10x scarabs
10x scarabs
10x scarabs

monolith
monolith
3x spiders with fabricator claws

That is a bigger list (2,000)... but its got a really high likelihood of rocking 3 turns of night fight, its got 4 BS4 missiles and two battlecannons to shoot at anything that uses a searchlight, and each unit of scarabs reduces combat speed vehicle armor by 12-13 on the charge. If you spread that across two vehicles per, then you are looking at six chimeras per turn going down to armor 6 front. Strength 5 gauss starts looking pretty scary when it is penning on a 2+.

Flamers and multi-lasers will make sure that the scarabs probably won't be repeating that trick.... but that alpha hit should really level the playing field in terms of effective anti-tank. I know, I know... that list gets wrecked hard by somoene who really wants to play a close combat game.... but read the second paragraph on page 64. Matt Ward basically says, sorry guys, you are just going to get rolled by close combat.

Also, it is pretty irrelevant, but the necron army does have some pretty over the top firepower on an anti-infantry level. When Mat said that they were going to be the shootiest army, he might actually be half right. if the rumored 6th edition mission is true, and we'll all be required to be disembarking from transports to claim progressive scoring objectives as early as turn 2. Then true anti-infantry shooting might have some added relevance.

In the alternate universe wherre anti-infantry shooting matters, the annihilation barge has a stupid amount of shots for its points cost, as do tomb blades. Necron destroyers have more AP3 shooting per point than anything I can really think of (I think even cheaper than thousand sons per shot), the lite slot is pretty void in shooting, but then we have very inexpesnive strength 5 rapid fire on every immortal in troops. If marines are going to be seen on foot with any regularity at the competitive level in the next year or so, between staff of light, particle whip and gauss cannons...necrons are going to seema lot shootier. Dark eldar probably take the cake for pure unadulterated anti-infantry shooting... but AP3 shooting probably goes to necrons (they can only get so many dissies)

Thanks again guys for taking the time. It was an entertaining and informative listen.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
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[MOD]
Anti-piracy Officer






Somewhere in south-central England.

CT GAMER wrote:
Task and Purpose wrote:Ultimately an army with Army wide I2 and a 5+INV has a lot going for it. :/


Fail


I think it would be more helpful if you illustrate your reasoning with examples.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
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Anointed Dark Priest of Chaos






Kilkrazy wrote:
CT GAMER wrote:
Task and Purpose wrote:Ultimately an army with Army wide I2 and a 5+INV has a lot going for it. :/


Fail


I think it would be more helpful if you illustrate your reasoning with examples.


The Necrons are far more than an I2 army with a 5+ invul. One only has to read the codex or even the discussions of it here to know that.

I'm not going to bother to relist the abundance of info and analysis that has already been discussed and listed in detail to someone who is obviously looking to spout one-liners with sad faces after them...


++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in ca
Battle-tested Knight Castellan Pilot






Kilkrazy wrote:
CT GAMER wrote:
Task and Purpose wrote:Ultimately an army with Army wide I2 and a 5+INV has a lot going for it. :/


Fail


I think it would be more helpful if you illustrate your reasoning with examples.


Does epic fail work better...?


Honestly, my friends been playing crons since 4th ed, im happy for him. I don't really do 40k anymore, but if he can beat his other friend who thinks " IG chimera/vendetta melta vets" is the coolest list out there.... then in happy for him. I really hope he wipes the floor with Garrets Ig =o]
   
Made in us
Unbalanced Fanatic





Minneapolis, MN

I took a good look through the Codex today and generally agree with the comments here.

The new direction and variability in the army list, especially the role of Crypteks and some of the other new units bode well for their being a range of diverse army builds, particularly with the potential to counter Mech Spam, which I really like.

But once again, the fluff is just over the top bad. I think one of the fundamental issues with the Necrons has always been their lack of good motivation. Tyranids = Hungry, Chaos = Revenge and Corruption, etc. The Necrons now have a bit more motivation, but it comes across as really cheesy sci-fi.

The 21st century will have a number of great cities. You’ll choose between cities of great population density and those that are like series of islands in the forest. - Bernard Tschumi 
   
 
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