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Made in us
Freaky Flayed One





Hello everyone!

I'm doing a little write-up for Necrons for fun to work as a supplement or formation to try and make some of the lesser-used units be more capable and wanted to crowd source some ideas on which units need it most and what those kinds of fixes would be.

Before anyone starts discussing how strong the Decurion is:
There will be positives and negatives to these ideas, and either way it's just for fun, and I love to see people brainstorm new ideas.

At the moment I'm thinking:
Monolith
ABarges
C'Tan (Not the Nightbringer)
Doomsday Ark
Doomscythe

As well as IA:12 units, though that might come later.

Throw out any ideas you'd have, I'd love to hear them and I'll take anything into consideration!
   
Made in us
Infiltrating Broodlord





Rapid City, SD

Annihilation barges are fine as they are. Tesla got the nerf it needed and the annihilation barge got the point increase it needed. They are finally balanced. Monoliths are pretty balanced too with their Str 10 AP1 attack as well as being able to take any Necron infantry and directly teleport it to the Monolith. They are more powerful than you give them credit for. Doomsday arks are one trick ponies which is why they arent really used. While its nice to have that Large blast of Str 10 AP 1 it really relies on not jinking and not moving AT ALL. It basically an artillary piece with 13 armor and 4 HP. The Deciever works very well in conjunction with the Nightbringer. I have no words for the doomscythe as its literally worse than a nightscythe. that blast that it has with its doom prism only works on ground units and with it being supersonic and not having vector dancer it makes it rough to use. It has the same other guns as a nightscythe so its just better to take the scythe and drop immortals on people for them to blast away at.

The only units you posted that really need something to change on them is the Doom Scythe and Doomsday ark. The rest are fine as is.

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Made in us
One Canoptek Scarab in a Swarm




 Xerics wrote:
Str 10 AP1 attack
It is Strength 8 Ap 3.

The C'tan Shards all have the same problems: They can only move 6" a turn, they get widdled down easily by mere bolters, and their powers are unrealiable. I would make it so that they roll for the Powers of the C'tan are rolled randomly before they choose a target, and give them a 3+ Armor Save (not Invulnerable Save) and the Deciever and Tran. have extremely horrible special abilities (really!? 6" difficult terrain bubble when he only moves 6" a turn?) and the Deciever's power only works well if you get first turn, which invalidates it half of the time. I suggest buffing these abilities.

Monolith could use point drop, and AP 2 on it's whip.

A-Barges should gain the Tesla Snap Shots, or lose the points increase, but not both.

Doomsday Arks could use a point drop. Their gun is actually ok now when you move, but loses it entirely when you jink. I don't know what to do about it.

Also add to the list: Anrakyr, Trazyn, Scarabs, and Imotekh.




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Made in gb
Hallowed Canoness





Between

The Stalker and Sentinel just need Wraithflight and an Invulnerable Save to make them worth the points.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in de
Violent Space Marine Dedicated to Khorne






 Furyou Miko wrote:
The Stalker and Sentinel just need Wraithflight and an Invulnerable Save to make them worth the points.


Oh that would be so friggin´ awesome. I would definitely bring him more often then.

 stealth992 wrote:
...
Or you can just keep buying chaos everything, and not play them. Just sit alone in your room for years, painting and detailing, and detailing some more. Then keep doing that for years until you own upwards of 10000 points of chaos. Keep shining their swords and sharpening their knives. Then some day, some wonderful day, when a new book comes out that will realize your armies' potential, come out from hiding. Everyone will have thought you had left warhammer 40k for good, but no, you had been training, preparing, and brooding for this moment. Return with such vengeance and hatred that you will not hold back, and you will destroy everything in your path. Like a true chaos crusade, wait for the right moment, then burst forth from the Eye of Terror and unleash your pain on the whole universe. And when they cry and complain that you are OP and that it's not fair. Reassure them that it's true. It isn't fair, but it's what they DESERVE. All of them, each and every one of them deserve to be obliterated into oblivion. And if they ask you to play with a fluffy army, tell them you will do so. But on game day bring the meanest nastiest, ugliest army you can. Give them no opportunity for victory, give them no opportunity for enjoyment. Your only goal is to inflict as much pain and suffering as possible. And when they cry, and they will cry, laugh at them, drink their salty tears, and bath in their sweet, sweet blood.

 
   
Made in us
Missionary On A Mission



Eastern VA

An idea for the Doomsday Ark - give the gun a second, single-shot (Primary Weapon 1) profile, so it can at least fire a snap shot when it jinks. That won't count for much, though. Maybe if it had the Ghost Ark's peashooter arrays?

Would the C'Tan Shards be completely unreasonable at T8? Oh, sure, gauss flayers, shuriken catapults, splinter weapons and pulse rifles would still chew them up just fine, but at least they could walk through bolters and shootas without fear. I'll definitely second the idea of rolling powers before selecting a target, though. Nothing quite like getting Time's Arrow on that gaunt horde, or one of the sets of low-strength blasts on a vehicle...

~4500 -- ~4000 -- ~2000 -- ~5000 -- ~5000 -- ~4000 
   
Made in us
Shas'la with Pulse Carbine




jade_angel - D-Arks are fine and they have flayer arrays. Don't jink. They have av 13. keep them in cover and just pivot them when needed.
- Ctans are fine at T7. Only fix would be 12" movement to make them more mobile. I've said in another post that I'd be interesting if you could roll before the game starts and get 3 of the 6 powers then you add a rule where the same power can't be used in consecutive turns - keeps it from getting ridiculous if you roll Times Arrow and you spam dshots every turn.

Furyou Miko - Add the arcanthrcites or what ever they are called to that this.

Zany - 12" movement would total make them powerhouses - I'm all for it.

Changes I want to see are to the big vehicles and would like to see Ctans get 12" movement. Would also like to see MSS be useful and worthwhile.

Monoliths be Super Heavy Vehicles
Rules that would apply are:
Movement:
- May never use Jink. - When Tank Shocking, use the Thunderblitz table unless the enemy is a Super-heavy or Gargantuan Creature.
Shooting:
- May fire all weapons at different targets. - Firing Ordnance weapons has no effect on their ability to fire other weapons. - Always counts as stationary.
Damage:
- Any effects from Shaken, Stunned,Immobilised or Weapon Destroyed are ignored (they still lose the HP). - Immediately after losing its last HP, it suffers Catastrophic Damage.
Special Rules:
- Fear, Move Through Cover - Invincible Behemoth: Any effect that Explodes or removes from play the vehicle loses D3 HP instead. Attacks that permanently lower the AV have no effect.

Monolith - Up cost to 300pts
Add rules -
Add 1 hull point - 4 to 5
Improve Particle Whip to: Range:24"|Strength:9|AP:2|Type: Primary Weapon 1, Large Blast
Give them the Portal of Exile attack back with this profile -
Portal of Exile: Range:12"|-|AP:-|Type:Heavy 2, Exile Vortex
····Exile Vortex - All unengaged enemy models within LOS and range of the Monolith Portal must each pass a strength tests or be removed from play and are considered destroyed.

Phase Out - Once per game, at the start of any friendly Movement phase, a vehicle with Phase Out can remove itself from the table. Then it immediately arrive anywhere on the board using the rules for Deep Strike. It will not scatter if attempting to phase out.
Super Heavy Living metal retains old rules where lance and melta have no effect.

Obelisk up cost to 400pts
Add rules -
Add 1 HP - 6 to 7
Deep Strike
Phase Out
Super Heavy Living Metal
Improve Tesla Spheres to Str 9
Improve to Gravity Pulse: All enemy models treat all terrain within 18" of an Obelisk, including open ground, as dangerous terrain. All enemy models must also take a Dangerous Terrain test if they move within 18" of an Obelisk, even though they do not normally take dangerous terrain tests.


Tesseract Vault - lower cost to 500 pts
Add rules -
Deep Strike
Phase Out
Super Heavy Living Metal
Improve Tesla Spheres to Str 9


Automatically Appended Next Post:
Would also make more sense if the Doomscythe Death ray was a beam weapon instead of a blast.

This message was edited 11 times. Last update was at 2015/06/19 16:13:27


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8000
Knights / Assassins 800  
   
Made in gb
Hallowed Canoness





Between

I disagree on Acanthrites - they aren't described as phasing in any way, shape or form. They have shadow fields and anti-grav, ot phase shifters - the Tomb Stalker and the Tomb Sentinel are described as phasing through solid objects and have a slew of special rules to describe that (fleet, deep strike, hit and run and outflank).

Acanthrites should have Shrouded rather than Stealth, but I wouldn't say they need all that much fixing other than a points drop.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Numberless Necron Warrior




Really, the only thing monoliths need is their old-fashioned safety-DS or let them Tank Strike/ram from DS. Possibly give optional skyfire to their gauss arcs. Makes the whole thing comparable to a semi-mobile bastion, which is what it is.

   
 
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