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Made in us
Loyal Necron Lychguard





Virginia

So I got in a game with the new rules last night. 2000 points, Necrons vs. My buddy's Tau. I'll give a rundown for those interested. The lists looked broadly like this.

Tau

Riptide with ion accelerator
Riptide with heavy burst cannon
Breachers
Fire warrior strike team x2
Skyray
Devilish
Broadside with HYMP
Coldstar commander
Shadowsun
Tau bomber

Necrons

Nightbringer
Overlord with staff of light and res orb
Cryptk
20 warriors x2
10 Gauss and 10 tesla immortals
10 sword and board Lychguard
Annihilation barge
Ghost ark

Both battleforged, relatively casual lists. 6 command points total, playing Only war. (wasn't a narrative game, it was just the basic game we chose)

As far as Necrons go, I split my forces down each board edge. My warrior squad backed up by a ghost ark And cryptek, even with poor rolls (and I'm talking on average failing 5 out of 6 4+ saves very often), he got me down to about 4 models, and about 10 came back each turn. Then he lost firepower because the Nightbringer is ridiculous, and then more kept coming back because he couldn't keep them down. Shadowsun hit a ghost ark with melta, and quantum shielding negated it, and the 4 other wounds it was dealt were reduced to 1 by the end of the game. Lychguard and immortals on the opposite side of the board took heavy loses, ending the game with only 2 dead Lychguard and 3 dead immortals. Also I would like to note that half a riptides health was dealt by a ghost ark And 16 warriors shooting. -1 AP is dope.

The rules are awesome in general, and I can definitely see this being an infantry heavy edition. Necrons are actually pretty solid, and I haven't even tried all their other shenanigans yet. Nightbringer and Gauss are especially gross now.

This message was edited 2 times. Last update was at 2017/06/04 11:48:15


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in gb
Been Around the Block




While Necrons might not have massive damage output (Though it isn't terrible) they are extremely survivable if you stack character buff.

Character buffs seem to be the way to make armies and units go from mediocre to pretty good. As someone pointed out, a Cryptek, Ghost Ark and Lord with Res Orb will make two or three units pretty tough closeby.

Also, Necron vehicles laugh at Meltas and Lascannons. Quantum Shielding is amazing for high damage weapons, alright their general stats are pretty low but they have to be to compensate for Quantum Shielding otherwise thry would all cost silly points.

Lastly, Deathmarks, they ruin any Deepstriking Characters day. You can drop in after them within 12" (rapid fire range) and unleash 20 shots any 6s to wound cause an additional mortal wound. I know if I saw them I wouldn't be Deepstriking any important characters which leaves them foot slogging.
   
Made in fr
On a Canoptek Spyder's Waiting List





 Talamare wrote:
 Kaeldran wrote:
Not 20. necrons have L10, is good, but it isn't inmunity. 15 warriors killed in a round (probably 14 is enought) and the whole unit is destroyed before any RP. 6 crisis with triple flammer will destroy a full 20 warrior blob, 3 more crisis for a inmortal blob, for example.


So you're telling me...

That over 400 points of Tau the Shooting Kings using a Shooting weapon... one they probably don't even want to be using since it gets them too close to melee... will wreck a squad that costs half as much?


Crysis armor can fly so they can disengage of melee, and with his new stats in 8°ed they do well against non specialist melee units. But a unit with 18 flammers? This is a overwatch of 18 flammers, nobody will charge something like that with infantry first, they have no problem in being close to the enemy.
I think we will see the triple flammer armor some times, and if it isn't the next tau big thing is because the flammers haven't enought range to shoot the same turn they arrive in deepstrike.

But yes, a 420 point very good unit can destroy a 240 blob of necron warriors, there is no sky falling here, I just pointed that in the case of necrons, you should considera that an opossing force justo need to kill 15 warriors to cancelado RP in 20 blob.

<<Give a man fire and he will be warm for a night. Set him ablaze and he will stay warm for a life.>>
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Made in gb
Longtime Dakkanaut




I got in a smallish game at the weekend (1500 points) against Tyranids with a very unoptimised army.

In comparison to my Blood Angels, who I also used against the same army, there's a definite lack of multi-wound weapons available to Necrons and that does hurt them a bit. However, the basic shooting from Necron infantry is very powerful with -1AP and all the buffs you can get from things like characters and Stalkers. Necron vehicles are also pretty solid thanks to Quantum Shielding.

I think Necrons will be a shooting focussed army in this edition and screening troops to protect your infantry will be important. Scarabs and Wraiths are pretty good at that and it looks like Praetorians or Lych Guard will be pretty efficient at finishing off wounded units but I wouldn't say they're that great against completely healthy targets.
   
Made in us
Loyal Necron Lychguard





Virginia

Slipspace wrote:
I got in a smallish game at the weekend (1500 points) against Tyranids with a very unoptimised army.

In comparison to my Blood Angels, who I also used against the same army, there's a definite lack of multi-wound weapons available to Necrons and that does hurt them a bit. However, the basic shooting from Necron infantry is very powerful with -1AP and all the buffs you can get from things like characters and Stalkers. Necron vehicles are also pretty solid thanks to Quantum Shielding.

I think Necrons will be a shooting focussed army in this edition and screening troops to protect your infantry will be important. Scarabs and Wraiths are pretty good at that and it looks like Praetorians or Lych Guard will be pretty efficient at finishing off wounded units but I wouldn't say they're that great against completely healthy targets.


Well, we make up for the lack of multi damage weapons by threatening everything with every weapon. I took off almost a half of a riptidrd wounds from warriors alone. Considering how good infantry are this edition, that's solid.

40k:
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Anyone have ideas for the best way to move our sweet HQ buffs across the map?

It seems pretty points intensive to buy them a personal Nightscythe or a Ghost Ark, and trickling one unit out of a Monolith a turn sounds pretty slow.

I really like the auras from our HQs, but just not sure how to get they anywhere except 5" at a time.
   
Made in fr
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on the forum. Obviously

Well...you can't. Necrons actually lost a few mobility options this time around. You just have to hoof it.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in us
Loyal Necron Lychguard





Virginia

 CthuluIsSpy wrote:
Well...you can't. Necrons actually lost a few mobility options this time around. You just have to hoof it.


Is there a reason you can't take a night scythe? Because I'm definitely considering it.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 krodarklorr wrote:
 CthuluIsSpy wrote:
Well...you can't. Necrons actually lost a few mobility options this time around. You just have to hoof it.


Is there a reason you can't take a night scythe? Because I'm definitely considering it.


A nightscythe is certainly viable, but pricy. You also have to move at least 20", which make precision dropping a little tricky, and I don't think you can embark on it. It is probably the best option necrons have for rapid transport though.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in gb
Sneaky Lictor






So I just started my necrons, I started with a box of Warriors, then got my Start collecting box.

To go to 1k points I'm going to add 3 Heavy Destroyers and then another 10 warriors so I'll look like this

Overlord /w Sycthe + Orb

3 x 10 Warriors

1 x 4 Scarabs
1 x 3 Scarabs

1 x Triarch Stalker
1 x 3 Heavy Destroyers.

Once the above is painted I am going for 2k, adding 30 more warriors for 3 blobs of 20, a cryptek or two and a c'tan of the nightbringer because i reallllyyyy want to paint one.

From there I am undecided what I'll round my 2k off with.

A Song of Ice and Fire - House Greyjoy.
AoS - Maggotkin of Nurgle, Ossiarch Bonereapers & Seraphon.
Bloodbowl - Lizardmen.
Horus Heresy - World Eaters.
Marvel Crisis Protocol - Avengers, Brotherhood of Mutants & Cabal. 
Middle Earth Strategy Battle game - Rivendell & The Easterlings. 
The Ninth Age - Beast Herds & Highborn Elves. 
Warhammer 40k  - Tyranids. 
 
   
Made in us
Loyal Necron Lychguard





Virginia

 CthuluIsSpy wrote:
 krodarklorr wrote:
 CthuluIsSpy wrote:
Well...you can't. Necrons actually lost a few mobility options this time around. You just have to hoof it.


Is there a reason you can't take a night scythe? Because I'm definitely considering it.


A nightscythe is certainly viable, but pricy. You also have to move at least 20", which make precision dropping a little tricky, and I don't think you can embark on it. It is probably the best option necrons have for rapid transport though.


I mean, an example could be moving up 60" and dropping off imotekh, and flayed ones coming down right beside him, then next turn the night scythe turns and drops off a unit of scytheguard or something. All while chucking out 8 Tesla shots and being a relative pain to shoot down. Seems worth the points to me.


Automatically Appended Next Post:
 AaronWilson wrote:
So I just started my necrons, I started with a box of Warriors, then got my Start collecting box.

To go to 1k points I'm going to add 3 Heavy Destroyers and then another 10 warriors so I'll look like this

Overlord /w Sycthe + Orb

3 x 10 Warriors

1 x 4 Scarabs
1 x 3 Scarabs

1 x Triarch Stalker
1 x 3 Heavy Destroyers.

Once the above is painted I am going for 2k, adding 30 more warriors for 3 blobs of 20, a cryptek or two and a c'tan of the nightbringer because i reallllyyyy want to paint one.

From there I am undecided what I'll round my 2k off with.


All of that will be what you round your list off with at 2k. Warriors and the ctan are expensive. Lol

This message was edited 2 times. Last update was at 2017/06/06 11:35:26


40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in gb
Sneaky Lictor






Adding 30 warriros (360 c'tan) C'tan (225) and maybe 1-2 crypteks will leave me with 250-300ish to spend. I think I'll look for some more heavy hitting, maybe a lychguard unit

A Song of Ice and Fire - House Greyjoy.
AoS - Maggotkin of Nurgle, Ossiarch Bonereapers & Seraphon.
Bloodbowl - Lizardmen.
Horus Heresy - World Eaters.
Marvel Crisis Protocol - Avengers, Brotherhood of Mutants & Cabal. 
Middle Earth Strategy Battle game - Rivendell & The Easterlings. 
The Ninth Age - Beast Herds & Highborn Elves. 
Warhammer 40k  - Tyranids. 
 
   
Made in us
Fresh-Faced New User




 krodarklorr wrote:
 CthuluIsSpy wrote:
 krodarklorr wrote:
 CthuluIsSpy wrote:
Well...you can't. Necrons actually lost a few mobility options this time around. You just have to hoof it.


Is there a reason you can't take a night scythe? Because I'm definitely considering it.


A nightscythe is certainly viable, but pricy. You also have to move at least 20", which make precision dropping a little tricky, and I don't think you can embark on it. It is probably the best option necrons have for rapid transport though.


I mean, an example could be moving up 60" and dropping off imotekh, and flayed ones coming down right beside him, then next turn the night scythe turns and drops off a unit of scytheguard or something. All while chucking out 8 Tesla shots and being a relative pain to shoot down. Seems worth the points to me.



Thanks for this! You gave me the idea to use either a Nightscythe or the Monolith to beam out Nemesor Zahndrekh at the beginning of the movement phase, then use Vargard Obyron's ghostwalk mantle to bring himself and a squad with him to Nemesor at the end of the movement phase!
It still might be a little too points expensive to be super viable, but at least its a HQ (two actually) arriving with a squad of guys all in the same turn.

(small notes: in your plan imotekh must be dropped of at the beginning of turn 2, and the flayed ones must be set 9" away from enemy models. Then the scytheguard will be 20" away from Imotekh at the beginning of turn 3)
   
Made in us
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Virginia

unbaraki wrote:

Thanks for this! You gave me the idea to use either a Nightscythe or the Monolith to beam out Nemesor Zahndrekh at the beginning of the movement phase, then use Vargard Obyron's ghostwalk mantle to bring himself and a squad with him to Nemesor at the end of the movement phase!
It still might be a little too points expensive to be super viable, but at least its a HQ (two actually) arriving with a squad of guys all in the same turn.

(small notes: in your plan imotekh must be dropped of at the beginning of turn 2, and the flayed ones must be set 9" away from enemy models. Then the scytheguard will be 20" away from Imotekh at the beginning of turn 3)


Scratch that, yeah I just realized that whole strategy is pointless and would lose you the game.

I don't know why, but the more I read over the index, the more salty I become. I'm noticing so many useless models now.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Yeah, the match play restriction on reserves really puts a damper on necron reserve shenanigans. Not sure why they restricted it to 3 turns, but there's probably a good reason.
It basically means that you should only have 1 unit in reserve per transport. Otherwise you run the risk of that transport getting blown up and losing everything. Nightscythes and monoliths can "share" their cargo though, so that does give some breathing room.

Hopefully in the codex we'll get another teleport gate thing. Maybe something ground based this time.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in us
Potent Possessed Daemonvessel





 CthuluIsSpy wrote:
Yeah, the match play restriction on reserves really puts a damper on necron reserve shenanigans. Not sure why they restricted it to 3 turns, but there's probably a good reason.
It basically means that you should only have 1 unit in reserve per transport. Otherwise you run the risk of that transport getting blown up and losing everything. Nightscythes and monoliths can "share" their cargo though, so that does give some breathing room.

Hopefully in the codex we'll get another teleport gate thing. Maybe something ground based this time.


Forcing turn 3 as the latest is necessary with guaranteed reserves, otherwise I can hold a small squad until the last turn and drop them right on an objective, or trickle in kill points etc. It like removal of null deploy makes you actually have your units participate in the game to be effective.
   
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Longtime Dakkanaut







...wait.

You lose all the Necron troops if they have no Monolith to come onboard?

This reminds me of the "always loses" 40k army Chaos Marines could take in 4e. One Lord, 2 5-man Marine units, nothing but lesser Daemons, and no Icons.

Come turn 2, you lose all your army except the basic HQ and troops.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Breng77 wrote:
 CthuluIsSpy wrote:
Yeah, the match play restriction on reserves really puts a damper on necron reserve shenanigans. Not sure why they restricted it to 3 turns, but there's probably a good reason.
It basically means that you should only have 1 unit in reserve per transport. Otherwise you run the risk of that transport getting blown up and losing everything. Nightscythes and monoliths can "share" their cargo though, so that does give some breathing room.

Hopefully in the codex we'll get another teleport gate thing. Maybe something ground based this time.


Forcing turn 3 as the latest is necessary with guaranteed reserves, otherwise I can hold a small squad until the last turn and drop them right on an objective, or trickle in kill points etc. It like removal of null deploy makes you actually have your units participate in the game to be effective.


Yeah, ok that makes sense. Can you walk onto the table at least? Apparently necrons can't; if all scythes and monoliths are destroyed, then so are any necron in reserve.


Automatically Appended Next Post:
 MagicJuggler wrote:
...wait.

You lose all the Necron troops if they have no Monolith to come onboard?

This reminds me of the "always loses" 40k army Chaos Marines could take in 4e. One Lord, 2 5-man Marine units, nothing but lesser Daemons, and no Icons.

Come turn 2, you lose all your army except the basic HQ and troops.


Only if they are in reserve. You don't have to take a monolith, lol.
The rule is that if you have a night scythe or monolith in the army, you can choose to have several infantry squads in reserve and have them arrive on the table through the scythe / monolith. However, if all monoliths / scythes are destroyed, then so will everything in reserve.
So as a necron player, you really have to get those reserves out ASAP, before turn 4 and before the transports get shot down.

I think I remember that army comp in 4th. It was funny.
Not as good as that one time a guy placed his whole White Scars army in reserve, but then lost turn 1 because his kroot opponent infiltrated and stopped him from coming onto the table. It was during a tournament too

This message was edited 2 times. Last update was at 2017/06/06 19:13:57


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in us
Potent Possessed Daemonvessel





 CthuluIsSpy wrote:
Breng77 wrote:
 CthuluIsSpy wrote:
Yeah, the match play restriction on reserves really puts a damper on necron reserve shenanigans. Not sure why they restricted it to 3 turns, but there's probably a good reason.
It basically means that you should only have 1 unit in reserve per transport. Otherwise you run the risk of that transport getting blown up and losing everything. Nightscythes and monoliths can "share" their cargo though, so that does give some breathing room.

Hopefully in the codex we'll get another teleport gate thing. Maybe something ground based this time.


Forcing turn 3 as the latest is necessary with guaranteed reserves, otherwise I can hold a small squad until the last turn and drop them right on an objective, or trickle in kill points etc. It like removal of null deploy makes you actually have your units participate in the game to be effective.


Yeah, ok that makes sense. Can you walk onto the table at least? Apparently necrons can't; if all scythes and monoliths are destroyed, then so are any necron in reserve.

.


Most reserve units have some sort of specific arrival method other than walking on. Those that "outflank" effectively can, because it just says board edge, which your own edge is a board edge (all outflankers can come off your opponents board edge), but deep strikers cannot.

For things needing to teleport from a vehicle I would imagine wanting them on as soon as possible.

I would definitely want back up to one of these because otherwise they are pretty risky. I also would probably only put one unit in reserve for every 2 of these units (or 1 each for the case 2 monoliths). Doing that will likely ensure you always get your unit onto the table. My inclination would be position portal turn 1, deploy unit turn 2. It is unlikely for 2 such units to die in a single turn of shooting.
   
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Once again, a smurf player is complaining that their puny sphess mahrine is weaker then a Necron Warrior...

4000 
   
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 Nadir wrote:
Once again, a smurf player is complaining that their puny sphess mahrine is weaker then a Necron Warrior...


Well, I'm sure this will diffuse the situation.

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 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!"

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


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 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 ro
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 vipoid wrote:
 Nadir wrote:
Once again, a smurf player is complaining that their puny sphess mahrine is weaker then a Necron Warrior...


Well, I'm sure this will diffuse the situation.


I've seen this in every edition. They will calm down eventually after they get some new buffed toys.

4000 
   
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 Nadir wrote:
Once again, a smurf player is complaining that their puny sphess mahrine is weaker then a Necron Warrior...


There wouldn't be complaints if necrons actually paid the appropriate points cost for their durability.
   
Made in us
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 CthuluIsSpy wrote:
Breng77 wrote:
 CthuluIsSpy wrote:
Yeah, the match play restriction on reserves really puts a damper on necron reserve shenanigans. Not sure why they restricted it to 3 turns, but there's probably a good reason.
It basically means that you should only have 1 unit in reserve per transport. Otherwise you run the risk of that transport getting blown up and losing everything. Nightscythes and monoliths can "share" their cargo though, so that does give some breathing room.

Hopefully in the codex we'll get another teleport gate thing. Maybe something ground based this time.


Forcing turn 3 as the latest is necessary with guaranteed reserves, otherwise I can hold a small squad until the last turn and drop them right on an objective, or trickle in kill points etc. It like removal of null deploy makes you actually have your units participate in the game to be effective.


Yeah, ok that makes sense. Can you walk onto the table at least? Apparently necrons can't; if all scythes and monoliths are destroyed, then so are any necron in reserve.

Basically the idea is that the necron units can't come in without the night scythe/monolith because they're off planet; little hard to walk onto the battlefield when you're still back at the Tomb World.
   
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UK

 Traditio wrote:
 Nadir wrote:
Once again, a smurf player is complaining that their puny sphess mahrine is weaker then a Necron Warrior...

There wouldn't be complaints if necrons actually paid the appropriate points cost for their durability.

It's not just about points. They also pay in being slower, having no special or heavy weapons in their squads and you can't take a cheap vet serg to buff their cc ability.

Necrons are tough, that is their thing but it comes at a cost of being totally inflexible. Necron Warriors have basically 2 tactics. Walk slowly towards a target or objective while shooting at it or sitting on an objective and shooting at what comes near them.

People tend to fixate on one aspect of a unit when doing these kind of comparisons which misses the bigger picture.

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 Karhedron wrote:
 Traditio wrote:
 Nadir wrote:
Once again, a smurf player is complaining that their puny sphess mahrine is weaker then a Necron Warrior...

There wouldn't be complaints if necrons actually paid the appropriate points cost for their durability.

It's not just about points. They also pay in being slower, having no special or heavy weapons in their squads and you can't take a cheap vet serg to buff their cc ability.

Necrons are tough, that is their thing but it comes at a cost of being totally inflexible. Necron Warriors have basically 2 tactics. Walk slowly towards a target or objective while shooting at it or sitting on an objective and shooting at what comes near them.

People tend to fixate on one aspect of a unit when doing these kind of comparisons which misses the bigger picture.


You seem to have forgotten about one of the best transports in the game, ghost arcs.
   
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Virginia

Danny slag wrote:


You seem to have forgotten about one of the best transports in the game, ghost arcs.


You mean best support vehicle. It might as well not be a transport.

40k:
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The Eternity Gate

The truth through the last few editions and continues to hold through 8th is that necrons beat marines. Sure we get eaten by tyranids (serious hard counters now) and are outmaneuvered by Eldar and out shot by Tau but because little Timmy can't beat the androids with his smurfs we always get called cheesy.

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on the forum. Obviously

Danny slag wrote:
 Karhedron wrote:
 Traditio wrote:
 Nadir wrote:
Once again, a smurf player is complaining that their puny sphess mahrine is weaker then a Necron Warrior...

There wouldn't be complaints if necrons actually paid the appropriate points cost for their durability.

It's not just about points. They also pay in being slower, having no special or heavy weapons in their squads and you can't take a cheap vet serg to buff their cc ability.

Necrons are tough, that is their thing but it comes at a cost of being totally inflexible. Necron Warriors have basically 2 tactics. Walk slowly towards a target or objective while shooting at it or sitting on an objective and shooting at what comes near them.

People tend to fixate on one aspect of a unit when doing these kind of comparisons which misses the bigger picture.


You seem to have forgotten about one of the best transports in the game, ghost arcs.


Not really. It's only T6 with a 4+ save and a transport capacity of 10 warriors. That's all it can carry, warriors or characters. And you're going to want more than 10 warriors because of RP.
You can't even shoot out it. Its hardly the best transport.
Its better suited following blocks of warriors, giving them those RP rerolls.

Necrons shouldn't ride around in vehicles like meatsacks anyway. They should teleport. Which is why the loss of the veil is sad, because that was an iconic necron teleportation item.
Monoliths lost their ability to draw necrons to their gate too, which is something they had for 5 editions. At least they can now be deepstruck, I guess. As they should be.

This message was edited 3 times. Last update was at 2017/06/07 18:36:14


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
Made in de
Mighty Chosen Warrior of Chaos






 CthuluIsSpy wrote:



Monoliths lost their ability to draw necrons to their gate too, which is something they had for 5 editions. At least they can now be deepstruck, I guess. As they should be.


What do you mean by that? Necrons can still use Monolith to enter the battlefield. It's like a drop pod now.

I really like the 8th necrons more than the 7th. except for maybe the Spyder which is to expensive now for what is does and can be kill with just 3.1 las cannon shots. in 7th it took 5.5 to kill it and it was 35% cheaper.

This message was edited 1 time. Last update was at 2017/06/07 18:59:06


 
   
 
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