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Made in us
Ultramarine Chaplain with Hate to Spare






^Ok, well that's something I guess.

Poo, poo to not being able to pull them out of combat. That was such a good ability. Plus I remember it helping to re-gen your models, too.

A single Monolith is all I have left of my old army, it makes me sad that it doesn't seem that good.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Decrepit Dakkanaut




 Insectum7 wrote:
Question regarding Monoliths (as I only have the Index). Is it true that you can't teleport models already on the table? I played Necrons in 3rd and 4th, and the Portal ability back then was just awesome.

I haven't busted out the codex in months, but I think it was a Strategem.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Fixture of Dakka






The problem is, EVERYONE can ignore their army wide rules (QS and RP).


When you can completely ignore what makes them work... well then they dont work.


RP needs to be a new type of FnP, you roll the 4+/5+ after the model died, and on a 5+ (or w.e the RP is as you can buff it) the model comes back, but do this instantly the the model dies. Changes some rules and relics to also work at the end of the turn.

QS should be always -1 damage (to a minimum of 1 damage), meaning 2D weapons do 1D, 3D does 2D, etc..

   
Made in us
Numberless Necron Warrior




 Amishprn86 wrote:
The problem is, EVERYONE can ignore their army wide rules (QS and RP).


When you can completely ignore what makes them work... well then they dont work.


RP needs to be a new type of FnP, you roll the 4+/5+ after the model died, and on a 5+ (or w.e the RP is as you can buff it) the model comes back, but do this instantly the the model dies. Changes some rules and relics to also work at the end of the turn.

QS should be always -1 damage (to a minimum of 1 damage), meaning 2D weapons do 1D, 3D does 2D, etc..


Eh, I wouldn't say QS is easily ignored. You'd definitely have to bring a list tailored to it.

Though, I will say that since GW puts our vehicles at T6, they should give them all QS as well.

This message was edited 1 time. Last update was at 2018/11/27 21:10:05


 
   
Made in us
Decrepit Dakkanaut






Springfield, VA

I was thinking of making an OLDCRON style Necron army, with Immortals, Monoliths, regular Crons, and destroyers. HQs would be lords, destroyer lords, and overlords, probably not many Crypteks or any of the new stuff.

Sounds like this would be the worst idea in the history of ideas.
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Unit1126PLL wrote:
I was thinking of making an OLDCRON style Necron army, with Immortals, Monoliths, regular Crons, and destroyers. HQs would be lords, destroyer lords, and overlords, probably not many Crypteks or any of the new stuff.

Sounds like this would be the worst idea in the history of ideas.


Right there with ya. I keep googling images of Immortals and imagining what 80ish of them together would look like.

This message was edited 1 time. Last update was at 2018/11/27 21:24:47


And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 Unit1126PLL wrote:
I was thinking of making an OLDCRON style Necron army, with Immortals, Monoliths, regular Crons, and destroyers. HQs would be lords, destroyer lords, and overlords, probably not many Crypteks or any of the new stuff.

Sounds like this would be the worst idea in the history of ideas.


The issue for me is that this is basically the army I want to play.

 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
Freaky Flayed One





 Unit1126PLL wrote:
I was thinking of making an OLDCRON style Necron army, with Immortals, Monoliths, regular Crons, and destroyers. HQs would be lords, destroyer lords, and overlords, probably not many Crypteks or any of the new stuff.

Sounds like this would be the worst idea in the history of ideas.


Tl;Dr - Silver Wave wants you to take a horde of over-costed elite infantry, and works about as well as you'd expect.
   
Made in ca
Discriminating Deathmark Assassin





Stasis

 Unit1126PLL wrote:
I was thinking of making an OLDCRON style Necron army, with Immortals, Monoliths, regular Crons, and destroyers. HQs would be lords, destroyer lords, and overlords, probably not many Crypteks or any of the new stuff.

Sounds like this would be the worst idea in the history of ideas.


This is basically my collection:

2x Destroyer Lords
1 Lord
59 Warriors
39 Scarabs
6 Spyders (metal)
4 Wraiths (metal)
5 diy immortals (Warriors dual wielding flayers)
1 diy cloacktek (metal wraith with a cloak and a a different arm
1 Destroyer (plastic)
5 Destroyers (metal, in parts, but all there)

My entire collection is based around an awakening tomb.
I've been been getting stmoped since 3rd ed, I think when the Ward-Rex came out, I could have been better, but I still can't stomach the changes.
Canoptek madness backed by a silver tide.
Gods, 60 warriors isn't even that much anymore..

213PL 60PL 12PL 9-17PL
(she/her) 
   
Made in us
Longtime Dakkanaut




Ute nation

Ok incoming wall of text. Tl;DR - if you only read one section read the destroyers section, because I think that area covers the big pain point, and is a conclusion I put a lot of thought into.

What works
-Our troops choices aren't badly priced compared to other troops of a similar statline, if marines go down a point or two I would hope Warriors and immortals do the same, but it's not our troop selections that are dragging us down. Troops are a CP tax anyway, you pinch your nose and slot them in because you have too. Immortals bring S5 AP -2, or an absurd number of S5 shots, which are arguably the best of breed for general issue troop slot weapons. Warriors can have the numbers to make RP much much harder to bypass to the point where most opponents won't even bother shooting a 20 man blob.
-Repair protocols, I know this is an unpopular opinion, but RP is inline with other core abilities from other codexes, it's better than ATSKNF, about the same as synapse, isn't backloaded like power from pain (thought RP can become better over time via snowballing), and compares pretty well to Disgustingly resilient. It can be bypassed, but that's ok, if there were no way to stop it, it would be completely over the top. I've said this a few times but RP is a resource mechanic your opponent has to manage, If they don't manage it well necrons can snowball. I'd like a cheaper way to punish an error on your opponents part, like a 1 CP reroll ones stratagem, or a reroll fails for 3 CP, because otherwise the necron player doesn't really have much to do with the ability. People get hung up on how good RP was in 7th ed, and that's a trap, being able to ignore almost 2/3s of wounds was a rules mistake, outside of 7th ed, RP is arguably the most powerful it's ever been.
-Quantum shielding is silly, random, and fun. I was sure it was going to be replaced in the necron codex and I'm glad I was wrong. Got a straight 10 damage weapon, that's great against every vehicle but necron vehicles, are you in melta range, your chance of getting wounds through just went down. It's a wonderful mechanic that is largely wasted on necron vehicles, because no one takes them, which I'll get to in the section of what doesn't work.

What needs fixing
-Tesla destructor, I like to blame the tesla destructor issues on a way to literal translation from 7th ed. Assault 8 Str 6 AP 0 and 1 damage is basically a very slight upgrade to a hurricane bolter, they are all on vehicles so they have very limited access to a +1 to hit, and minus ones to hit are all over the place. We don't know what GW is actually charging us for these, since the cost appears to be baked into the vehicles that have them, but I wouldn't be surprised if the cost was around 20 or so points. We need our vehicles to be able to take on other vehicles, our infantry can't bring big enough guns, our melee is too slow to catch, and anti infantry is pretty much covered by immortals. Since half of our vehicles have tesla destructors (or tesla spheres), and we need our vehicles to be competent at fighting other vehicles, changing tesla destructors would be an easy way to boost our viability. You don't even have to go over the top, just an AP -1 and 2 damage per shot would put destructors in the damage range of twin linked lascannons against heavy vehicles.

Twin Lascannon at a LRBT:
2/3 * 2/3 * 5/6 * 3.5 * 2 = 2.59 damage per round on average
Suggested destructor at a LRBT
(1/2 + 1/6 * 3) * 1/3 *1/2 * 2 * 8 = 2.66 damage per round

Destructors have a 24" range, las cannons have a 48" range, las cannons are heavy (but don't need to move much) and destructors are assault (which is ok since they would need to get close). So if it came with a points bump that would be fine, anti-vehicle is a capability we are lacking, and I don't mind paying a fair price for it. This would bring units into the sun that haven't been common on tables since 5th ed, units like annihilation barges, doom scythes, night scythes, and obelisk.

-Destroyers, this is probably another unpopular opinion, but destroyers are simultaneously a crutch and the reason we get crushed so easily. Their weapons are good, with the Gauss cannon comparing favorably to a plasma cannon (though being more expensive), and the heavy gauss cannon being a strictly better lascannon. What's not good is that we are paying 30 points a model for the privilege of bringing those weapons, this means that our output will always be strictly worse than someone bringing equivalent weapons on infantry. Are destroyers worth 30 points, certainly, they have fly, a 10" movement and a built in reroll 1s, in fact they might be a little cheap for how good they are. As with most problems though, the devil is in the details. The destroyers statline is similar to a few other units specifically Tau Battlesuits, Tyranid warriors, and space marine Centurions. The astute among you probably already noticed that other units with that statline are hard passes in the codexes they come from, and that's because that statline is very easy to counter with heavy weapons. Your paying for a powerful base model, without an invul save, carrying expensive weapons, and cruising around only 3ish wounds, which is a great target profile for las cannons meltas, battle cannons,

This makes destroyers a high risk high reward unit, which is fine there are lots of units like that, and some like dark reapers have had a lot of success this edition. The difference for necrons is that no other army is completely dependent on such units for the majority of their heavy weapons capability. So destroyers are a crutch because we need them, and a liability because once they get dropped Necrons hit like they have pillows for hands. If GW insists on keeping Destroyers as our only viable heavy weapon carriers, then they need to be less risky to use. They need an invul or wounds that are above the average las cannons damage. Most people arguing for better RP, are arguing for better RP for destroyers, because they couldn't give a fig if a few extra warriors or immortals got back up. Understanding that destroyers being risky to use is a separate issue from RPs relative strength or weakness, allows us to take a different approach to fixing the issue. In this case I like destroyers the way they are, and would prefer that GW gave us a viable alternative to them for heavy weapons, like the one I suggested above for tesla destructors.

Easy fixes
Points adjustments are the easiest fix GW can make, they have the least risk of unforeseen consequences, so this is the section where I'll talk about which units need adjusting.

-Lychguard, an assault unit without a good transport, no built in deep strike, and a 5" move. The base model price is about right at 19, Str 5 toughness 5, 2 wounds and 2 attacks base is a hefty statline. Again if MEQ get adjusted down these guys should probably follow suit. Their wargear on the other hand is crazy expensive. They pay 12 points for a worse stormshield, and 11 points for a chainfist with less strength that takes up two hands. The dispersion shield should priced the same as a storm shield be 5 points, and the war scythe should be 8 or 9 points.

-Triarch praetorians, Our better assault unit in that with a 10" move and fly, that don't see much love because they are too expensive. 22 points seems ok for the base cost, but again their wargear is way more expensive than the imperial equivalents, the rod of the covenant is basically a power sword and a plasma pistol (that can't be used as a pistol) rolled into one, and is more expensive than both. Should Drop it to 8 points, and void blade and pistol should just about match that.

-Doomsday ark, this is a double cost basilisk, without indirect fire, and more damage per hit. Should it cost more than a basilisk, certainly, it has quantum shielding to make it pretty defensible, and a fancy hurricane bolter. Should it twice as much as a basilisk, probably not. Just chipping a few points off of the top would bring it into line. Or they could give it the macro keyword, and not worry about it.

well time for bed, more thoughts tomorrow.

This message was edited 1 time. Last update was at 2018/11/28 07:31:27


Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in gb
Dakka Veteran





Necrons are a complicated problem. The short answer on what's inherently wrong with them is that they are overpriced and their rules are too generic and lackluster. There's not enough unique tricks and synergy is difficult to shoehorn into a list. Most of the cool stuff you could do from previous editions have been removed. This is understandable from an index, but it was unfortunate they added very little of the classic Necron shenanigans back with the codex. Clearly the idea was that the strategems would cover the bases. But it's not enough.

How would you make the current book playable? Big point reductions across the board and remove certain limitations regarding synergy. How would you make the army as a whole actually good? Nothing short of an overhaul of the entire codex. Lots of good suggestions in the thread already. Bring back Gauss on warriors, make Spyders useful, buff all of the heavy weapons, tweak RP etc.

Regarding RP I would simply keep it as is, but make it so you can always roll if the slain model is within 6" of a lord holding a ResOrb. Or remove the "from the same squad" limiter. So if my 5 man squad of Immortals are wiped, but another intact squad of Immortals are standing right next to them, they can still roll. There's many ways to fix it.
   
Made in us
Aspirant Tech-Adept






Now all we have to do it kidnap the GW rules staff and force them to listen to Justin Bieber albums until they fix the necrons...

"I learned the hard way that if you take a stand on any issue, no matter how insignificant, people will line up around the block to kick your ass over it." Jesse "the mind" Ventura. 
   
Made in gb
Longtime Dakkanaut




One interesting problem with Necrons I have found comes about as a result of the interaction of Quantum Shielding with the enemy army. I'll start by saying I think QS is a great rule. It's fluffy and mechanically interesting while also being pretty effective. The problem is it's a little too effective.

Most armies contain a decent mix of weapon types, from basic weapons like bolters and lasguns to plasma (or equivalents) to D3 damage mid-range guns, all the way to Lascannons and Volcano Lances. Usually you fire the basic guns at infantry, the plasma and D3 damage stuff at heavy infantry - and vehicles where necessary - and the heavy stuff at vehicles. Against Necrons most players quickly realise you need to swap the last two around, so your 2-damage or D3 damage stuff is shooting at vehicles and the heavier weapons are shooting at things like Destroyers or Tomb Blades. That then leads to those units melting quickly because their Wounds characteristic is ignored, and because our vehicles are not quite as tough or well armoured as most others, the mid-damage weapons do just fine getting rid of them. So it's like our own special rules are working against us.

I'm not sure what any of this means, but I wouldn't want to see QS substantially changed because I think it largely works in its own right. It's the knock-on effect that's problematic.
   
Made in us
Aspirant Tech-Adept






I'm amazed the night scythe doesn't;t have QS.

"I learned the hard way that if you take a stand on any issue, no matter how insignificant, people will line up around the block to kick your ass over it." Jesse "the mind" Ventura. 
   
Made in fr
Freaky Flayed One




 Techpriestsupport wrote:
I'm amazed the night scythe doesn't;t have QS.


It's the same as in 5th, they didn't even try to redo anything.
Models that had QS in 5th have QS in 8th. The fact that the rule is totally different from then, or that the ruleset is different doesn't even matter to the design team.

Necron had a very lazy design.

This message was edited 1 time. Last update was at 2018/11/28 10:55:27


 
   
Made in us
Loyal Necron Lychguard





I mean... yes? Models with quantum shielding have quantum shielding, and those that don't do not. That's like complaining about space marine scouts not getting a 3+ save.
   
Made in fr
Freaky Flayed One




 Arachnofiend wrote:
I mean... yes? Models with quantum shielding have quantum shielding, and those that don't do not. That's like complaining about space marine scouts not getting a 3+ save.


Except that the scout armor had always been a 4+ and the difference with the powered armoured marines.

QS was a bonus the Armor Value of the front and side facing the the vehicule. At the time of the 5th release it was illogical to give is to Monolith, or even Nighscythe because the flyers were very difficult to hit.
There is no ultimate background that explain what is Quantum Shielding and why Necron chose to give it only to some vehicules. It was a gameplay design (and a good one) that excluded Nightscythe/Doomscythe to QS.

In 8th it wound not be aberrant to give them QS.

We have the only transport in the game that destroy the entire units inside :
- if taken down T1
- if you have no CP when destroyed
- if you doesn't disembark before T4
- if Emergency Beams is denied by Agent of Vect

In this iteration, you have to take more Nightscythe than units you want to deploy to have hope that they survive until T2 and you can drop your unit.

Given all these restriction, it would have been cool that they give QS to the vehicule to help him does it's job.

 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Not the worst aspect of the codex by any means, but it is odd that our open-topped transport isn't.

 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 fr
Trazyn's Museum Curator





on the forum. Obviously

 vipoid wrote:
Not the worst aspect of the codex by any means, but it is odd that our open-topped transport isn't.


To be fair, it is clear that they are trying to make it more of an ambulance than a transport. Can't shoot if you are being repaired.

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
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Oh, another gripe

MAKE THE GHOST ARK ABLE TO CARRY (ANY) INFANTRY UNIT!!!! (Not including destroyers)
WHY IS THE THING STILL STUCK TO ONLY WARRIORS OR CHARACTERS!!?!?!

This message was edited 1 time. Last update was at 2018/11/28 14:51:37


Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

 iGuy91 wrote:
Oh, another gripe

MAKE THE GHOST ARK ABLE TO CARRY (ANY) INFANTRY UNIT!!!! (Not including destroyers)
WHY IS THE THING STILL STUCK TO ONLY WARRIORS OR CHARACTERS!!?!?!


Probably because there are warriors in the model already, for some dumb reason. I would just remove the transport capacity entirely and make it into an every better repair vehicle. Like, give it the +1 to RP rule in addition to rerolls or something.
It should repair other units. I don't see why a unit that's clearly intended to be a support vehicle is locked to repairing warriors.

This message was edited 2 times. Last update was at 2018/11/28 14:56:37


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
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

 CthuluIsSpy wrote:
 iGuy91 wrote:
Oh, another gripe

MAKE THE GHOST ARK ABLE TO CARRY (ANY) INFANTRY UNIT!!!! (Not including destroyers)
WHY IS THE THING STILL STUCK TO ONLY WARRIORS OR CHARACTERS!!?!?!


It should repair other units. I don't see why a unit that's clearly intended to be a support vehicle is locked to repairing warriors.


I could get onboard with that. Repairs nearby units, and can carry any infantry unit.

Though, for its size, 10 man capacity seems tiny...maybe bump to 15? That would allow a lord to hop in with his pimp squad and Lychguard and go HAM finally, after like...3 editions of existing. (And would finally make Lychguard Viable)

This message was edited 1 time. Last update was at 2018/11/28 14:59:43


Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in gb
Deranged Necron Destroyer



UK, Midlands

Phase out: 2CP: Use this stratagem when a Necron infantry unit is reduced to 25% of its starting size. Immediately remove that unit form the board and place it in tomb world deployment.


This strat would fit with the old fluff, solve the problem of RP being easy to deny, and make the Monolith/Scythes more valuable (though the mechanics of those units still need some work).

   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Moosatronic Warrior wrote:
Phase out: 2CP: Use this stratagem when a Necron infantry unit is reduced to 25% of its starting size. Immediately remove that unit form the board and place it in tomb world deployment.


This strat would fit with the old fluff, solve the problem of RP being easy to deny, and make the Monolith/Scythes more valuable (though the mechanics of those units still need some work).



What would happen should it be destroyed in a single round of shooting from a model? You can't save your doods.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Yeah, that stratagem is terrible.

Ok, so you put them in TWD. How are you going to get them out? You can't just walk onto the table anymore, a unit that its reserve is stuck there unless they have a specific way to get onto the table. Which means you have to buy a monolith or a NS in order to use the strat.

Ok, so you have a monolith/NS and your unit is in TWD. You bring them on next turn...and then they immediately die in your opponent's turn because they are still at 25% strength, and you can't roll RP in TWD.

No one would ever use that strat. Even if it were free no one would use it.

If you want it to work and be effective, it would have to say this :

Emergency Phase Out 3CP : Use this stratagem when a <Dynasty> NECRON unit is destroyed. Immediately roll RP for the entire squad. The revived models go into Tomb World Deployment. You may then set them up anywhere on the battlefield that is more than 12" away from an enemy model at the start of your turn (but before RP rolls are made), even if they would not be normally allowed to do so.
A unit that arrives on the battlefield this way may move and act as normal. You may only use this stratagem once per battle.

This message was edited 7 times. Last update was at 2018/11/28 19:55:02


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
Fresh-Faced New User




What about a weaker RP for units that are wiped out? Like if a unit gets wiped, put a marker down where you took the last model of the unit off the table, and you can still roll RP for that unit, but models only come back on a 6+ or an unmodified 6 even, or a 6+ for the rest of the game, or you can roll regular RP (5+, 4+ with cryptek, etc) for half the models.

Or maybe a 2CP strat that allows you to do a regular RP roll for a wiped unit.

Either would lessen the enemy's need to focus fire down a unit at a time because they can come back anyway. Or would this be too powerful?
   
Made in gb
Regular Dakkanaut




 iGuy91 wrote:

MAKE THE GHOST ARK ABLE TO CARRY (ANY) INFANTRY UNIT!!!! (Not including destroyers)


I thought this initially, but it's not a good idea. Transports aren't a necron thing. They need their teleportation fixed, not their ambulance turned into a cab.

Fix monolith and night scythe deployment. Open up some other movement options. A ghost ark is an ambulance. It transports soulless, mindless warriors. It's already point efficient, but providing lots of weak firepower isn't very useful when the army has a troop tax that covers that base.

This message was edited 1 time. Last update was at 2018/11/28 22:47:47


 
   
Made in us
Freaky Flayed One




secretForge wrote:
Purely as an outsider, it looks like they are over pointed and suffer from a lack of easily accessible multi damage sources.


Pretty much this! You either run Destroyers, Doomsday Arks, or Wraiths as our best multi-damage units. Really wish Praetorians could get a damage buff to fill the gaps in our army. Both the Stalker and the Jump Infantry are just such cool models and I really want to use them!
   
Made in gb
Battlefortress Driver with Krusha Wheel






I'm an outsider here and you guys seems to have the same problem orks did. I've played aboit 3 or 4 players who play necrons and their armies vary widely. Twomof the armies were very fluffy and were demolished fast. The other 2 were extremely cheesy meta and steam rolled me.

Basically, you have 1 or 2 good units that you spam in order to win while the rest of the army is ignored. I feel that if you brought down the price of some stuff it would open up room for more toys and encourage people to use other things.

However, if rumours are true you might be getting nerfed soon because GW. I hope this rumour is false, you guys need some good price reductions.
   
Made in au
Pestilent Plague Marine with Blight Grenade





 CthuluIsSpy wrote:
Yeah, that stratagem is terrible.

Ok, so you put them in TWD. How are you going to get them out? You can't just walk onto the table anymore, a unit that its reserve is stuck there unless they have a specific way to get onto the table. Which means you have to buy a monolith or a NS in order to use the strat.

Ok, so you have a monolith/NS and your unit is in TWD. You bring them on next turn...and then they immediately die in your opponent's turn because they are still at 25% strength, and you can't roll RP in TWD.

No one would ever use that strat. Even if it were free no one would use it.

If you want it to work and be effective, it would have to say this :

Emergency Phase Out 3CP : Use this stratagem when a <Dynasty> NECRON unit is destroyed. Immediately roll RP for the entire squad. The revived models go into Tomb World Deployment. You may then set them up anywhere on the battlefield that is more than 12" away from an enemy model at the start of your turn (but before RP rolls are made), even if they would not be normally allowed to do so.
A unit that arrives on the battlefield this way may move and act as normal. You may only use this stratagem once per battle.



3CP to bring a unit back with a couple models is horribly overcosted. That unit would just be wiped the next turn they arrive. At that price, I'd expect Tide of Traitors level and the whole unit is recycled and comes back able to deploy as per normal 9" DS rules, strat being restricted to INFANTRY only.




"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


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