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Made in nl
Loyal Necron Lychguard



Netherlands

 MajorWesJanson wrote:
Mindshackle Scarabs reduce WS, BS, and I to 1 in a challenge. No LD test.
That would be too much of a nerf.
The biggest strength of MSS is the psychological factor because everyone thinks this will wipe an entire unit away.
If you charge a Lord, you can always make sure it effects a normal Infantry-model.
Tesla Weapons replace Tesla rule with Shock rule from Living Lightning (Same as tesla but does not work on snap shots)
Strongly disagree, it's not that strong at the moment.
Snapshotting is usually done at Flyers or when being charged.
So removing the bonus on snapshots would either mean we get an additional Overwatch rule, like the Tau, and we'd need another AA-model.
Lychguard: +5 PPM, bump to 2+ armor.
At the moment they never see play. So I would go with only a 2+ and even then they will hardly be used.
Annihilation Barge: Bump to 125 points
100 points, at max.
Transcendent C'Tan: Drop Seismic Assault from 6d6 to 3d6. Bump base price by 180 points. Add it and Obelisk to the Codex. Obelisk is fine as is.
But that would make the attack entirely useless in Apocalypse.
I think that 200 points is more than fine for a 6D6-attack. It also doesn't need a price-bumb unless you give it more wounds and T10.
Obelisk is NOT fine, Obelisk is terrible.
Remove the Royal Court.
That would work, but it makes it less fluffy and I dislike that.

 vipoid wrote:
I don't follow your logic.
- Gauss is superior against vehicles (not as good as on warriors, but still very good).
- Gauss is superior against anything with a 4+ (or worse) save
- Gauss is superior at 12"

Tesla is better at 12<24", if the target has a 3+ or 2+ save.

For me, I just don't see enough circumstances where Tesla is superior (both in terms of mathhammer and on the field). On the other hand, as well as obliterating squads with rapid-fire, I've also just had so many situations come up where Gauss was better - either because of AP4, or because I needed a vehicle dead and had run out of other stuff to shoot at it.

Tesla meanwhile has only ever been good on those occasions where the planets align and half your to-hit rolls are 6s. Which, admittedly, do make me want to use more tesla.
You are not quite correct.
1) Gauss is superior against AV12 and up, but you would need a lot of shots and you're better off with Warriors.
2) Gauss is only superior against 4+; Tesla is better at 2+, 3+, 5+ and 6+ and everything with cover.
3) Yes, it is. But Tesla is superior at 12+ inch.

The entire point is that if you face situations where Gauss would be superior, you could also use Warriors.
The +1S and 3+ Save isn't really worth the additional four points to me, so I only take Immortals when I want access to Tesla.

If you are actively trying to get Immortals within 12" of the enemy, than it might be better to use Gauss.
But in every single battle I've played, they usually end up outside the Rapid Fire range and then it's better to take Tesla.
Also remember that Tesla is superior to Gauss when there is cover involved!

The math-spreadsheet can be found here: https://docs.google.com/spreadsheet/ccc?key=0AiEZVcuAv9CDdEtld1dwUTVRWFVrMjJtMHZpdUpTNUE#gid=0

So in short:
In my opinion Tesla is superior at all times because I never let things come within 12" of my Immortals. The only exception is 4+ with no cover and AV12.
In the cases where Gauss might prove to be more valuable, I will include Warriors because they are cheaper and in those cases the improved S and Sv is not really important.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Kangodo wrote:
That would be too much of a nerf.
The biggest strength of MSS is the psychological factor because everyone thinks this will wipe an entire unit away.


The other aspect I find is that, even with warscythes, Overlords don't have the skill or weight of attacks to bring down most enemy characters/MCs in any reasonable time frame. So, you're reliant on MSS to make them kill themselves.

Kangodo wrote:

You are not quite correct.
1) Gauss is superior against AV12 and up, but you would need a lot of shots and you're better off with Warriors.


True, though AV12+ accounts for quite a lot of vehicles - including walkers like Dreadnaughts.

Kangodo wrote:

2) Gauss is only superior against 4+; Tesla is better at 2+, 3+, 5+ and 6+ and everything with cover.


Well, Tesla has a very small advantage against 5+ saves, and a larger advantage (~10% I think) against 6+ saves. But, at 12" Gauss is far superior against both.

You're right in terms of 12" though. I hadn't looked at the numbers in a while and was misremembering.


Kangodo wrote:

The entire point is that if you face situations where Gauss would be superior, you could also use Warriors.
The +1S and 3+ Save isn't really worth the additional four points to me, so I only take Immortals when I want access to Tesla.


Thing is, whenever I use warriors, I find that they just don't seem to do anything against infantry. Maybe I just don't roll well with them, but their shots just seem to end up doing negligible damage, whereas Immortals seem far better at winning shooting-wars.

Also, maybe it's just the armies I play against, but I seem to come across a lot of AP4 weapons - so the extra point of save makes quite a bit of difference.

Kangodo wrote:

If you are actively trying to get Immortals within 12" of the enemy, than it might be better to use Gauss.
But in every single battle I've played, they usually end up outside the Rapid Fire range and then it's better to take Tesla.


Again, perhaps it's the armies I play against, but I tend to see a lot of CC units used - so enemies frequently end up close to my Immortals.

Kangodo wrote:

In the cases where Gauss might prove to be more valuable, I will include Warriors because they are cheaper and in those cases the improved S and Sv is not really important.


I might try a mix of warriors and Tesla Immortals in my next game and see how it goes.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in de
Decrepit Dakkanaut





 vipoid wrote:
 Sigvatr wrote:

Always, always get Tesla over Gauss on Immortals.

Gauss is good when you can amass shots. If you want Gauss, take Warriors, as they are cheaper and can be taken in larger units.

Tesla is superior to Gauss in most circumstances (Gauss is better at 4+ and below 12'' - but why exactly are they so close?) so if you go for Immortals, you go for Tesla.


I don't follow your logic.

- Gauss is superior against vehicles (not as good as on warriors, but still very good).
- Gauss is superior against anything with a 4+ (or worse) save
- Gauss is superior at 12"

Tesla is better at 12<24", if the target has a 3+ or 2+ save.

For me, I just don't see enough circumstances where Tesla is superior (both in terms of mathhammer and on the field). On the other hand, as well as obliterating squads with rapid-fire, I've also just had so many situations come up where Gauss was better - either because of AP4, or because I needed a vehicle dead and had run out of other stuff to shoot at it.


Tesla is superior in every case but 4+ saves and 12''. The advantage vs. vehicles is neglible as you pay more points more the same effect. The question is why you take Immortals in your army. Gauss would be a good choice if:

a) You know you will be playing exclusively against 4+ saves
b) You want your immortals to be close to the enemy

The latter certainly isn't desired

Immortals have two advantages over Warriors:

a) They have access to Tesla weapons
b) They have a better armor save
c) They have AP4

In every other regard, they are worse than Warriors due to a worse points-efficiency. Immortals are most often taken to have a unit that allows for better objective holding due to a higher resiliency. On the other hand, a blob with a GA does this job better as well.

tl;dr: If you go against tons of 4+ saves, take Gauss. In every other case, Tesla is superior. More Gauss? More Warriors.

   
Made in nl
Loyal Necron Lychguard



Netherlands

Okay, might need to rephrase that.
Sometimes they do come close, but that means two things:
1) They had to walk over to me, usually by using cover and than Tesla is better.
2) If they are moving towards the Immortals, they are not moving to something I actually care about

I think the biggest factor for Gauss VS Tesla is how you position and play the Immortals.
In my battles I've never had a moment where I wish I had used Gauss.
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Kangodo wrote:
2) If they are moving towards the Immortals, they are not moving to something I actually care about


Out of interest, what do you care about?

Kangodo wrote:
In my battles I've never had a moment where I wish I had used Gauss.


I'm actually the opposite - usually whenever I use Tesla, I end up wishing I'd brought Gauss instead.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in de
Decrepit Dakkanaut





Kangodo wrote:


I think the biggest factor for Gauss VS Tesla is how you position and play the Immortals.


Pretty much. When they sit on an objective, enemies coming close is unavoidable. Tesla still has an advantage, though, as they get more hits in overall due to Gauss only double-tapping at 12''.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Sigvatr wrote:

Pretty much. When they sit on an objective, enemies coming close is unavoidable. Tesla still has an advantage, though, as they get more hits in overall due to Gauss only double-tapping at 12''.


How is Tesla getting more hits overall? Could you explain that?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in nl
Loyal Necron Lychguard



Netherlands

If an enemy is within 12" while I sit on an objective, it's usually because he moved and is now going to charge.
The Tesla in the turn before combined with the Tesla on overwatch usually makes up for the loss of shots within 12".

 vipoid wrote:
Out of interest, what do you care about?

The Arks, perhaps a Warrior blob, maybe a Pylon or Barges.
They hardly ever get charged, because they would "tarpit" units long enough for my Wraiths to arrive and kill the unit.
And if a unit comes close, the Immortals usually already did what I included them for: Wiping out big blobs.

And it's like I said: Positioning!
My Immortals have a clear role, that does not include being an extremely-close range extermination unit.
Having them close to the enemy would feel the same as keeping Wraiths on a 24" range.
   
Made in de
Decrepit Dakkanaut





 vipoid wrote:
 Sigvatr wrote:

Pretty much. When they sit on an objective, enemies coming close is unavoidable. Tesla still has an advantage, though, as they get more hits in overall due to Gauss only double-tapping at 12''.


How is Tesla getting more hits overall? Could you explain that?


Aye

Gauss deals more hits at 12'', but at 24'', Tesla deals more. Enemies usually do not spawn outright in 12'', they approach your unit. Usually, you can have about 3 turns of shooting at a distance of +12'' when actively keeping distance. If you amass the average amount of hits, Tesla will net you quite a few more hits than Gauss could.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Sigvatr wrote:

Gauss deals more hits at 12'', but at 24'', Tesla deals more. Enemies usually do not spawn outright in 12'', they approach your unit. Usually, you can have about 3 turns of shooting at a distance of +12'' when actively keeping distance. If you amass the average amount of hits, Tesla will net you quite a few more hits than Gauss could.


Really? 3 turns of shooting at 12-24" seems incredibly optimistic.

Usually, when units are heading towards my lines, I'm looking at 2 turns of shooting if I'm lucky - before said units are on my doorstep.

Maybe my group just uses more fast units than most. Certainly, if I was frequently looking at 3+ turns of 24" shooting, I'd probably be more generous towards Tesla.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

 Sigvatr wrote:
Fluff re-retconned to actual TruCron fluff.

- No Matt Ward.
- C'tan seeing a huge price reduction or power buff.
- Wraiths seeing a slight cost upgrade.
- LG removed, Pahrias reintroduced
- Sentry Pylons losing Skyfire and Interceptor with appropriate point reduction
- Monolith gains DS protection and the WBB re-rolls again
- Destroyers -10 pts, Heavy Destroyers -10 pts
- Living Metal back to Living Metal. ~30 pts increase for all vehicles.
- Matt Ward being kept away from the codex with an extremely long stick. A sharp one, preferably.
- Seriously, hire the guys that wrote Fall of Orpheus. They know how to write stuff.

In short...back to 3rd codex. Reboot. Modernize it.


While I love it, I know it would really, really jar with some of the other 'cron players out there.

- Re-integrate some of the Oldcron fluff. The good stuff.
- Retcon shards, because that was a stupid ass thing to do... however, having the C'tan lose a ton of power, opening the way for more diverse dynasties is a pretty cool option.
- Give us back our 3+.
- Make the monolith into the powerhouse it used to be. Melta immune, no DS mishaps... ah, the good ole' days.
- Keep certain 'crons with personality. However, make them a rarity. We don't need every Necron under the sun to be a reeferhead, crazy cat 'cron or Lady 'cron trapped in a man 'cron's robotic not-body.
- Take out any notions of unnecessary mercy. No "letting them live" kind of gak without a really good reason - whether that's to screw with them later on or because you have all of five guys left after that Tyrranid invasion. Speaking of which...
- Remove the BA/Necron brofist moment. Please.
- The glorious return of the Pariahs.
- Deceiver unleashes shenanigans out the wazoo. He bests Farseers, Greater Daemons, Cegorach and even Tzeench himself in games of the mind, sowing discord and confusion around the galaxy. However, a certain single Cadian continues to outsmart him at every turn...

I realise this is a pipe dream that will never see fruition, but hey. We all have dreams, right?

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in de
Decrepit Dakkanaut





 vipoid wrote:
 Sigvatr wrote:

Gauss deals more hits at 12'', but at 24'', Tesla deals more. Enemies usually do not spawn outright in 12'', they approach your unit. Usually, you can have about 3 turns of shooting at a distance of +12'' when actively keeping distance. If you amass the average amount of hits, Tesla will net you quite a few more hits than Gauss could.


Really? 3 turns of shooting at 12-24" seems incredibly optimistic.

Usually, when units are heading towards my lines, I'm looking at 2 turns of shooting if I'm lucky - before said units are on my doorstep.

Maybe my group just uses more fast units than most. Certainly, if I was frequently looking at 3+ turns of 24" shooting, I'd probably be more generous towards Tesla.


Target iteration. If enemies decide that a unit of Immortals is the most dangerous target, then I've won the game already

   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Sigvatr wrote:


Target iteration. If enemies decide that a unit of Immortals is the most dangerous target, then I've won the game already


Out of curiosity, what does your army have that the enemy should be focussing on instead?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in de
Decrepit Dakkanaut





Used to have

Mainly Sentry Pylons. Those things are extremely nasty and if not paid attention to from turn 1, you lose the game in turn 3 or before.

I usually had Zahndrekh in a Warrior blob, 1 GA with 10 Necrons and 1 GA with the Destrocourt, a Destroyer Lord in a unit of Wraiths, 2 AB and a squad of Sentry Pylons. Immortals if I felt like it, but they never really felt like having a place in a Necron army. More often than not, I caught myself thinking "Well, you got the models, field them already!".

They really are in a weird spot. You don't need more Gauss, there's Warriors for that. You don't need more Tesla, there's AB for it. The better armor save wasn't a big advantage given the tons of AP2 stuff flying around in my general direction so there barely was any incentive to field them.

Now that I am back to 4th, they finally become useful again. T5 (!), 3+ and Gauss Blasters being Assault is a huge advantage or Necron Warriors who are T4, 3+ but have Rapid Fire that can only shoot 24'' if you did not move.

Nerfing the Immortals to the point of them being a Warrior "upgrade" was never a good idea. They did not fill any gap that needed to be filled and the smaller max unit size really hurt.

   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Sigvatr wrote:
Used to have

Mainly Sentry Pylons. Those things are extremely nasty and if not paid attention to from turn 1, you lose the game in turn 3 or before.

I usually had Zahndrekh in a Warrior blob, 1 GA with 10 Necrons and 1 GA with the Destrocourt, a Destroyer Lord in a unit of Wraiths, 2 AB and a squad of Sentry Pylons. Immortals if I felt like it, but they never really felt like having a place in a Necron army. More often than not, I caught myself thinking "Well, you got the models, field them already!".

They really are in a weird spot. You don't need more Gauss, there's Warriors for that. You don't need more Tesla, there's AB for it. The better armor save wasn't a big advantage given the tons of AP2 stuff flying around in my general direction so there barely was any incentive to field them.


Interesting.

I definitely see what you mean, and it probably doesn't help that I field footslogging armies (I'm determined to make them work...), without much vehicle support.

 Sigvatr wrote:

Now that I am back to 4th, they finally become useful again. T5 (!), 3+ and Gauss Blasters being Assault is a huge advantage or Necron Warriors who are T4, 3+ but have Rapid Fire that can only shoot 24'' if you did not move.

Nerfing the Immortals to the point of them being a Warrior "upgrade" was never a good idea. They did not fill any gap that needed to be filled and the smaller max unit size really hurt.


I really don't understand why they were nerfed in that way - it just didn't seem to accomplish anything (other than making them more bland, and making their bulkier forms seem pretty pointless - because that extra armour amounts to virtually sod-all). I'd have much rather see them be a bit more expensive, but keep their old stuff.

Also, it probably doesn't helped that their models are ludicrously overpriced. Sorry GW, but no way are Immortals worth £5 per model.

This message was edited 1 time. Last update was at 2014/08/10 13:44:20


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

After talking with my friends, here's my list.

* Gauss returning to wounding on a 6+. Don't see it happening because it would make Tesla even more less attractive than it is now.

* I'd like to see Tesla gain something to make me want to take it. I've read the math, and seen the debates. I like the idea of ignore cover that was suggested. Right now Tesla is like a Blind Date profile, she looks good on paper, but doesn't really put out.

* Tomb Blades are here to stay. Give the Gauss/Tesla Cannons or an increase in unit size.

* Triarch Stalkers gaining a 2nd Weapon, or count as Dread CCW.

* I'd LOVE to see Pariahs return, I think as a Royal Court option to give units some individual Psychic Defense.

* Doomsday Arks getting Variable fire modes not based on movement. Like the SW Flyer where they have a single Lance shot option.

* Some Giant Canoptek MC, that we'll want to pay an ungodly amount of money for.

* A 'Lesser' HQ for smaller point games. Not because we need one, but just to avoid an argument with those who think that there are restrictions automatically in place when playing 'Unbound'.

* Wishlisting on this one: GA option/working on Flayed Ones since they are essentially corrupted Warriors. It would require a small change in fluff, but 'he that shall not be named' has already destroyed that.

What I am expecting:
* A COMPLETE overhaul of how Royal Courts work, especially Cryptek gear.
* Several units not changing much, but getting a points reduction.
* CTan shards getting a work over, and yet another fluff change.
* Trans CTan getting included, and adjusted down. I don't use LOW, but I'm expecting this.
* Imotek or new HQ being put in as LOW slot. Possibly with his own Formation.
* Some AA unit, or option.

Things I don't care about:
* MSS. They're only impressive now because Cron players tend to use them incorrectly. They'll probably change them, but I do just fine w/o them, so makes no difference.
* CCB. I don't think anyone thinks they're going to stay this way. I don't like Characters that don't boost units abilities and this has been one of the Strongest elements of the Necrons so there is zero appeal now. Unless they grant an Auralike ability I'll probably skip looking at them.
* Anni. Barges. I'm expecting changes here but they're fine the way they are. Unlike other players, I've not been impressed with the 2 I have, so I think they're right on as they are. A points increase is due since vehicles in General got better.



Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

I completely forgot that actually.

- Save Flayed Ones, move them to Troops with an option for a Flayed Lord. Make them worth taking too. Rending out the wazoo.

- Include the word "Wazoo" somewhere in the codex. Actually, don't.

- Less "Necrons are crazy" vibe. Zanny Boy can stay crazy. It'll be his shtick.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA


Tesla is better at 12<24", if the target has a 3+ or 2+ save.

For me, I just don't see enough circumstances where Tesla is superior (both in terms of mathhammer and on the field). On the other hand, as well as obliterating squads with rapid-fire, I've also just had so many situations come up where Gauss was better - either because of AP4, or because I needed a vehicle dead and had run out of other stuff to shoot at it.


He's playing against Space Marines.




   
Made in de
Decrepit Dakkanaut





Yeah, as Tesla is not only better vs. 2+ and 3+, but also vs. 5+ / 6+ due to the higher volume of fire

This message was edited 1 time. Last update was at 2014/08/10 16:15:23


   
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Loyal Necron Lychguard



Netherlands

I was just looking at the Ork-detachments and I have a new thing I would really, really love!
Space Wolves get 6 HQ's or 8 elites, Orks get 5 elites and 8 troops.

How about a Detachment with 0-6 Heavy Support slots?


*BAM* Blew everyones mind.
   
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Junior Officer with Laspistol





Desperado Corp.

If we get Living metal monoliths back, GW just made a sale of 6 monoliths.

Kidding, Ebay did.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
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Made in se
Numberless Necron Warrior




Monoliths not having to snap fire their gauss flayer arcs would be nice. That alone will not make them good, though. More sturdiness or fire power needed. Or something. Perhaps the portal will be changed to spewing out random amounts of free warriors, if recent changes are an indicator.
Most necron melee units need to either be a lot cheaper or get better. Mediocre stats and I2 is a huge downside, warscythes are terrifying yes, but super expensive melee units will still simply get swept even if they make it to the enemy. Wraiths are really good, still, as they are durable, hit fairly hard and do not cost too much.

Imhotekh needs changes if he is to become a LOW, currently his night fighting rules are bad, since night fighting got worse. Being able to deep strike flayed ones without scattering is meh. His challenge rules are cool but a bit lacklustre since he is terrible in a challenge.

I expect some way of dealing with psykers. Currently that is really harsh, taking allies of convenience for just some die is a huge point tax. The other option would be to give them something equally dangerous as psykers that no one can deal with. I guess they might have been imagined like that, but it simply does not hold true.
Command barges, night scythes, annihilation barges and wraiths will get nerfed.
Praetorians, lychguard, monoliths, cthans, flayed ones, destroyers, doomsday arks, tomb blades, triarch stalkers and all unique characters except zhandrek are all terrible. They need changes to be used even if the underpriced things get nerfed.

What I hope for is long range fire power, it would go a good way toward, at least in my opinion, making other builds than mobile Tesla destructor / Wraith spamlists more viable. Maybe steal a page from IG and hand us some artillery to shell the enemy while we walk up. Necrons are still a strong shooting army in 12-24", just not strong enough to warrant being ass in long range and assault.

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Esteemed Veteran Space Marine







As someone who has to play against Necrons, I just hope they clean up some of the more broken rules. Clean up reanimation protocols and everliving. Right now they are simply too good and don't interact with the current rules well at all. I personally think reanimation protocol should be FNP 5+ with the stipulation that more than 1 model of the original unit type must be alive to get the roll. Everliving is just FNP without the stipulation. It would work much simpler like this, work better within the 7th edition rules, and is both a nerf in some scenarios and a buff in others.

Give warriors and immortals options for special weapons, like a heavy gauss cannon or something. Make cryptek powers work the same as psychic powers. Improve the pratorians and lychguard. Push up the points cost on wraiths, A-barges, and night scythes. Bring back pariahs and give the C'tan back their personality.

Things we will definitely see....Tesla loses extra hits when snap firing, MSS nerfed or removed completely, and the CCB cleaned up and likely losing the sweep attack.
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

Here's what I'd do personally.



I'm hoping Mindshackle scarabs go bye-bye or get changed so they don't make combats (and especially challenges) practically auto-wins with such a Lord stuck in.

I'd either drop the points costs on Destroyers to 30ppm or give them a 3rd shot. Make Heavy Destroyers only 50pts instead of 60pts.

Likewise, Tesla should probably either be toned town to only one additional hit per 6 or not work on Snapshots. As is you can just have an Annihilation barge or Nightscythe run around jinking the entire game and still average as many hits as a BS3 unit. The "jump" to additional units is also highly unnecessary. Maybe just reduce the Destructor to 3 shots?

I'm redo the monolith, make it really expensive but very powerful. As is, it's not terrible, but it's not really particularly impressive either.

Dump the movement restriction on the Doomsday ark, that's just silly.

Make Flayed Ones troops insted of Elites

Give Praetorians 2A each and dump "Unwieldy" from the Rod of the Covenant, that'd make them worth 40pts.

Also, the Stormlord needs to be less of a "I'm simply included in the army list and get to take potshots at every unit on the table and there's nothing you can do about it". Awful game mechanic.

I'd also up the cost on Spyders to 65pts (50pts for a T6 W3 3+sv MC is loooow) and change the functionality of their Scarab feeding so they can't pull off a "went first, assault turn 1" like they can now.

Bump Scarab price up a bit, as is they've got a crazy number of wounds and an insane amount of speed to get stuck in with enemy armor before they can chew through 30 wounds.

Give Lychguard a 5+ invul base, have shields increase to 3+, get rid of redirect mechanic.

I'd get rid of the Solar Pulse, being able to just declare nightfight is a bit absurd, also redo the Voltaic Staff, that many Haywire shots makes deleting heavy tanks absurdly easy.

Allow Destroyer Lords to take Phase Shifters

Drop Triarch Stalker to ~130pts.

This message was edited 1 time. Last update was at 2014/08/11 02:02:29


IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in se
Numberless Necron Warrior




If I may ask, and I do apologize if this post sounds hostile, it is really not meant to. Any of these changes does not seem inappropriate by their own, though the gathered impact of them would more or less just be taking the necrons out back behind the shed and shooting them. The suggested buffs are minor in nature, the suggested nerfs are major.

I can sympatihze as while I do not only play necrons, I also play against them, and some of their mechanics can be annoying, such as Mindshackle being a bandaid for being absolutely awful in assault despite having access to warscythes. Though it should be noted that mindshackle only does jack if the enemy unit only contains one character model that is the brunt of the units power. And even then it is a 50/50 shot. I think it is not unreasonable for necrons to have clearly defined weaknesses, but I think it is too harsh to at the same time make them mediocre at best in all areas where they are currently strong. There has to be clearly defined strengths.

I do not really intend to start an argument about specific changes suggested, since that may not really be in the nature of a wishlisting thread. I thought that we could perhaps discuss the matter conceptually though, such as what is needed in broad strokes rather than specific changes on a detailed level. If anyone is interested, that is.

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Regular Dakkanaut





 Sigvatr wrote:


In short...back to 3rd codex. Reboot. Modernize it.


That's what the 5th edition codex was, a reboot.

I'd rather not go back to having only 6 different guns and half the amount of units; I'm not sure what incentive GW would have to do that.

I would be very surprised (judging by the past few codices) if the 7th ed. Necron codex wasn't essentially 90% copy-paste replica of 5th edition as far as fluff is concerned, but Matt Ward's name not being on the book will make all the difference.



Sekhmet - Dynasty 4000pts Greenwing - 2000pts Deathguard - 1500pts Daemons of Nurgle - 1000pts ~320pts
 
   
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Beautiful and Deadly Keeper of Secrets





 Truth118 wrote:
 Sigvatr wrote:


In short...back to 3rd codex. Reboot. Modernize it.


That's what the 5th edition codex was, a reboot.

I'd rather not go back to having only 6 different guns and half the amount of units; I'm not sure what incentive GW would have to do that.

I would be very surprised (judging by the past few codices) if the 7th ed. Necron codex wasn't essentially 90% copy-paste replica of 5th edition as far as fluff is concerned, but Matt Ward's name not being on the book will make all the difference.




I don't know why Matt Ward's being brought up anymore, all of them have been writing gak fluff and rules lately.
   
Made in us
Deranged Necron Destroyer





The Plantations

Something tells me we're going to get a minor update.

Necrons have become a well selling army in the recent years since their reboot, and making them mediocre will only kill that sales group. We should be able to get an idea of how the "new" codex's will be when GK drop. Since that was rebooted into a upper tier codex back at the end of 5th, if that only gets a moderate update, I get the feeling that Necrons will get a similar treatment.

Supplements for anything decent, naturally.

MSS will get a nerf. That's a given. Though I would like to see several of the units get something better than I2 to replace it. Seriously, MSS is our only defense in CC against high initiative.
Wraiths will get a minor point increase. With a full unit of Wraiths costing about $100, I don't see that model getting nerfed enough to get people to stop buying them.
Night/Doom Scythes will get a point increase.
   
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Poxed Plague Monk




DC

I know that it is highly unlikely this will happen, but I wish they could undo a lot of the Ward did to the fluff. I hate how now they are just Tomb Kings in space.
   
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Loyal Necron Lychguard





Virginia

Ratflinger wrote:

Praetorians, lychguard, monoliths, cthans, flayed ones, destroyers, doomsday arks, tomb blades, triarch stalkers and all unique characters except zhandrek are all terrible.


Uhhh...Triarch Stalkers are awesome. Especially combined with either Deathmarks or Tesla Immortals.


Automatically Appended Next Post:
 ClassicCarraway wrote:
As someone who has to play against Necrons, I just hope they clean up some of the more broken rules. Clean up reanimation protocols and everliving. Right now they are simply too good and don't interact with the current rules well at all. I personally think reanimation protocol should be FNP 5+ with the stipulation that more than 1 model of the original unit type must be alive to get the roll. Everliving is just FNP without the stipulation. It would work much simpler like this, work better within the 7th edition rules, and is both a nerf in some scenarios and a buff in others.

Give warriors and immortals options for special weapons, like a heavy gauss cannon or something. Make cryptek powers work the same as psychic powers.


First off, RP is not THAT good. If you're playing against any competent player, they'll just focus fire, and there goes your "FNP". So making it a straight up FNP would be stupid, and it would take away from the whole feeling of the army. But on that note, anyone here who has played DeathWatch, the Fantasy Flight DnD of 40k, a lot of cool Necron stuff comes from there, and I wish it worked in the tabletop. Like, raise the price of the Phylactery to 25 points or so, and make it give the bearer FNP, straight up. Also, characters should have IWND. I know it's a straight buff, but considering our HQs typically don't do much anyway other than ride in a Barge and kill vehicles, or go with Wraiths for Preferred Enemy, it wouldn't be that good. Plus, the fact that our HQs don't do much, an Overlord costs 90 points BASE. A chaos Lord is only like, 65. Yeah, an Overlord is S5 and T5. Okay? Still I2 with access to half of the options of most other HQs, and WS4. Plus, I really wanna see a shooty HQ, I would love that. Or an Overlord that has a Voidblade AND a Particle Caster? That wouldn't be that good, but it would be effing awesome.

Warriors and Immortals having access to Heavy or Special weapons is cool in theory, but A.) Doesn't fit with Necrons at all, and B.) I would feel more like I'm playing a Space marine/imperial army, whom I despise. What's next? Every squad can take a lord as their Sergent? No, I like the idea of a Royal Court. Phalanxes of pretty much mindless robots, even with the reboot that's pretty much what Immortals and warriors are.

Cryptek power as Psychic powers......I will love GW forever. I've been wanting that, so, so, so bad. That would be awesome. But as it stands, it would actually be a straight nerf, depending on how they do it, and it would never happen, because most of it is because of special alien technology or wargear, not actual powers. But, having a generic Cryptek HQ would be cool, and having the "Harbringers" be different disciplines and you can take powers from it, that would be awesome. But then, how the hell would perils work? Or anything else that involves psychic defenses or stuff. "Oop, Dave tried to cast Solar Pulse, but his head exploded cuz Tyranids are close" Hmmmm, no thanks.

This message was edited 1 time. Last update was at 2014/08/11 05:43:44


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