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Made in fr
Freaky Flayed One




 CthuluIsSpy wrote:
Isn't there a necron centric book coming out soon? Severed, I think its called. Might be interesting to see how they handle that.


Yes, it's from the 2nd novellas series and will be available soon : https://www.blacklibrary.com/series/novella-series-2/severed-ebook-2019.html

It's a necron centric book (with Obyron point of view) and as far as i know is a premiere for BL. It's seems to be a short book though.

This message was edited 2 times. Last update was at 2019/11/06 13:17:24


 
   
Made in us
Deathwing Terminator with Assault Cannon






Would it be OP if monoliths gain quantum shielding but remains at current point cost?

I can totally picture firing at a monolith being similar to how the initial missile barrage from 'Independence Day' worked out.
   
Made in us
Gargantuan Gargant






 skchsan wrote:
Would it be OP if monoliths gain quantum shielding but remains at current point cost?

I can totally picture firing at a monolith being similar to how the initial missile barrage from 'Independence Day' worked out.


It's either that or an invuln, and QS is basically a reverse invuln the way it works anyways, so I would say it deserves QS to reflect how it used to completely ignore the melta and lance rule way back then.
   
Made in gb
Hungry Ork Hunta Lying in Wait





 skchsan wrote:
Would it be OP if monoliths gain quantum shielding but remains at current point cost?

I can totally picture firing at a monolith being similar to how the initial missile barrage from 'Independence Day' worked out.


I would adore Monoliths to get QS, hell I'd also want them to have better self regen.

Their damage output is beyond anaemic for anything near their cost and in which case let's try and have it live the supposedly Necron dream of, "never-dying-ever-just-stop-trying". If they did address it's firepower then yes the toughness of both QS and another regen mechanic may be too much but honestly in a meta where putting down a knight in a opening salvo is considered near mandatory for most lists, what chance does our Monolith have?
   
Made in ca
Commander of the Mysterious 2nd Legion





 An Actual Englishman wrote:
 Elbows wrote:
To elaborate on my earlier post...and without anything to back this up, I just feel it's entirely possible that none of the Black Library authors give a gak about writing a book about certain races in 40K. Of those, the top three are probably Necrons, Nids, Orks, etc.

It's not hard to imagine a Black Library author looking at all of the races and options in 40K and putting those three immediately to the bottom of the list. I'm quite sure, if we could ever have a completely off-the-record chat with any author or sculptor, or game-designer who works for GW we'd have a whole lot of strong opinions about factions they didn't like or couldn't care less about.

Do the Black Library authors have the skill to write a solid book about one of those? I've no idea. Haven't read much beyond a dozen HH novels. Could someone feasibly write an engaging and interesting novel featuring one of these races? Sure. I just think it's not an interest or priority.

Thusly, I think there are absolutely red-headed step child factions in 40K, and for the people who are adamant fans of those factions...it's a rough road.


I understand that this is something you believe and is therefore not based at all on fact but it is also completely wrong.

There was a huge Ork omnibus, you must have heard of it? The Beast series?

Further and more recently black library pushed speed freak audio books out to us.

There are definitely multiple authors who are comfortable writing Ork stories and I’m sure the same exists for other Xenos factions.


I think he was talking about a story with the Orks as protagionists, the Orks where ANTAGIONISTS in the beast arises. still I appreciated what they did with the Orks, they made them out to be a real threat, with a bit of mystery to em. Orks tend to be depicted as kind of a one note joke race. and when they are well.. it's funny but it's hard to appreciate them. In the beast arises Orks where DANGEROUS. Hell Orks wiped out a first founding chapter, Chaos, Tyranids and Necrons have all failed to do that and not for lack of trying.

BTW Englishman, you'll appreciate that the Imperial Fists supplement does NOT downplay that defeat and notes that the Imperial Fists lost a TON of their heresy era relics as a result.

This message was edited 1 time. Last update was at 2019/11/07 09:30:39


Opinions are not facts please don't confuse the two 
   
Made in de
Nihilistic Necron Lord






Germany

The monolith needs -100 pts, or 4++, or T9. I dont see large vehicles getting quantum shielding. Furthermore, the re-rolls 1s for RP stratagem needs to be changed to +1 to the roll. Then necrons need a 2CP strat to roll RP for a unit which has just been destroyed. And lastly necrons need a 10% point drop for everything.

This message was edited 1 time. Last update was at 2019/11/07 09:36:19


 
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

More than points drop they need a enhancement of theirs profils, they really show their age. Compared to primaris marines 2.0, every Lord, etc. should get +1a and +1w to stay as powerful as before. The poor necrons warriors too need something. They look like index profiles compared to what's played now.
But I strongly disagree about "something to paint" if you lack creativity it's not GW fault: I have seen some truly amazing paint scheme that could stand any other army easily, they don't have to be painted plain grey.

This message was edited 2 times. Last update was at 2019/11/10 11:01:36


   
Made in gb
Freaky Flayed One



United Kingdom

The problem Necrons have is that their codex was written before several beta rules came in that made turn one deepstrikes impossible (except for drop pods now).

The way the wording on the Monolith works you can only disembark the turn after the Monolith has deep struck, i.e turn 3.

So on top of having thin defenses and weak offensive capabilities, it sucks as a transport.

The eternity gate rules MUST be rewritten before the unit can have any valid use, regardless of point changes.

If there were to be further changes I would make the Particle Whip flat 3 damage, the gauss flux arrays Rapid Fire and give the a 2+ Sv and reduce damage inflicted by 1 to a minmum of 1.
   
Made in us
Ultramarine Chaplain with Hate to Spare






 Grimskul wrote:
 skchsan wrote:
Would it be OP if monoliths gain quantum shielding but remains at current point cost?

I can totally picture firing at a monolith being similar to how the initial missile barrage from 'Independence Day' worked out.


It's either that or an invuln, and QS is basically a reverse invuln the way it works anyways, so I would say it deserves QS to reflect how it used to completely ignore the melta and lance rule way back then.


In addition to making it tougher somehow, it ought to be able to do more teleportation shenanigans the way it used to as well. It was crazy fun in 3rd and 4th Ed. Pulling units out of combat, regen-ing them and dumping them against a different front on the table.

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
Preacher of the Emperor





St. Louis, Missouri USA

 An Actual Englishman wrote:
 Elbows wrote:
To elaborate on my earlier post...and without anything to back this up, I just feel it's entirely possible that none of the Black Library authors give a gak about writing a book about certain races in 40K. Of those, the top three are probably Necrons, Nids, Orks, etc.

It's not hard to imagine a Black Library author looking at all of the races and options in 40K and putting those three immediately to the bottom of the list. I'm quite sure, if we could ever have a completely off-the-record chat with any author or sculptor, or game-designer who works for GW we'd have a whole lot of strong opinions about factions they didn't like or couldn't care less about.

Do the Black Library authors have the skill to write a solid book about one of those? I've no idea. Haven't read much beyond a dozen HH novels. Could someone feasibly write an engaging and interesting novel featuring one of these races? Sure. I just think it's not an interest or priority.

Thusly, I think there are absolutely red-headed step child factions in 40K, and for the people who are adamant fans of those factions...it's a rough road.


I understand that this is something you believe and is therefore not based at all on fact but it is also completely wrong.

There was a huge Ork omnibus, you must have heard of it? The Beast series?

Further and more recently black library pushed speed freak audio books out to us.

There are definitely multiple authors who are comfortable writing Ork stories and I’m sure the same exists for other Xenos factions.
https://www.blacklibrary.com/series/the-beast-arises

 
   
Made in dk
Loyal Necron Lychguard






 Insectum7 wrote:
 Grimskul wrote:
 skchsan wrote:
Would it be OP if monoliths gain quantum shielding but remains at current point cost?

I can totally picture firing at a monolith being similar to how the initial missile barrage from 'Independence Day' worked out.


It's either that or an invuln, and QS is basically a reverse invuln the way it works anyways, so I would say it deserves QS to reflect how it used to completely ignore the melta and lance rule way back then.


In addition to making it tougher somehow, it ought to be able to do more teleportation shenanigans the way it used to as well. It was crazy fun in 3rd and 4th Ed. Pulling units out of combat, regen-ing them and dumping them against a different front on the table.

It can already pull a unit from anywhere on the battlefield not in melee to it for 1CP. I think it should be able to teleport like it could in DOW, that was a replacement for DS, but it was pretty cool. I introduced a Stratagem allowing that, as well as a healing stratagem and a defensive aura stratagem as part of the specialist detachments I wrote for Necrons.

Spoiler:

SPECIALIST DETACHMENTS
If your army is Battle-forged, you can use the Specialist Detachment Stratagems below:

LIVING TOMB (1CP)
Specialist Detachment Stratagem
Use this Stratagem when choosing your army. Pick a NECRON Detachment from your army to be a Living Tomb Specialist Detachment. MONOLITH and OBELISK units in that Detachment gain the LIVING TOMB keyword and Monoliths are treated as Lords of War choices rather than Heavy Support choices when taken as part of this Detachment.

TOMB NEXUS (3CP)
Use this Stratagem up to once per game at the end of the Movement phase, remove a LIVING TOMB model from the table and place it anywhere on the table more than 12" away from enemy models with its full starting number of wounds.

NODAL GRID (3CP)
Use this Stratagem at the end of your turn. Until the start of your next Shooting phase friendly NECRON units within 3" of a LIVING TOMB model gain a 5+ Invulnerable save against Shooting attacks and add +1 to their Reanimation Protocol rolls and add 1 to the number of wounds they gain from the Living Metal ability.

RESURGENCE (1CP)
Use this Stratagem at the end of your Movement phase by choosing a LIVING TOMB MONOLITH. All <DYNASTY> WARRIOR and IMMORTAL units within 3" can immediately roll for their Reanimation Protocols again unless they have already done so, but cannot do so later again this turn.

ROYAL COURT (1CP)
Specialist Detachment Stratagem
Use this Stratagem when choosing your army. Pick a NECRON Detachment from your army to be a Royal Court Specialist Detachment. CHARACTER units in that Detachment gain the ROYAL COURT keyword.

WARLORD TRAIT
If a ROYAL COURT CHARACTER is your Warlord, you can give them the following Warlord Trait.

NEMESOR
At the start of the battle, you gain D3 Command Points.

ARTEFACT OF THE AEONS
If your army includes any Royal Court Specialist Detachments, you can give the following relic to a ROYAL COURT CHARACTER in your army.

THE GOD SHACKLE
Add +1 to the Toughness and Strength Characteristics of all <DYNASTY> C'TAN SHARDS while they are within 3" of the bearer.

STAR PULSE (3CP)
This Stratagem can be used once per battle, in the Shooting phase, if you have a ROYAL COURT CHARACTER with the NEMESOR Warlord Trait that did not move during your Movement phase. Instead of shooting with the CHARACTER's weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.

ENTROPIC PLAGUE (2CP)
Use this Stratagem after causing an unsaved wound with a ROYAL COURT model to an enemy VEHICLE, until the end of the phase the target suffers a -1 to all saving throws made for that VEHICLE.

RED HARVEST (1CP)
Specialist Detachment Stratagem
Use this Stratagem when choosing your army. Pick a NECRON Detachment from your army to be a Dark Harvest Specialist Detachment. FLAYED ONES, DEATHMARK and DESTROYER units in that Detachment gain the RED HARVEST keyword.

WARLORD TRAIT
If a RED HARVEST CHARACTER is your Warlord, you can give them the following Warlord Trait.

HARVESTER PROTOCOLS
Whenever a RED HARVEST unit within 6" of your Warlord destroys a unit you gain 1CP if it was a TITANIC unit destroyed by a DESTROYER unit or if it was a CHARACTER destroyed by a DEATHMARKS unit or if it was an INFANTRY unit destroyed by a FLAYED ONES unit.

ARTEFACT OF THE AEONS
If your army includes any Red Harvest Specialist Detachments, you can give the following relic to a RED HARVEST CHARACTER in your army.

HEART OF DARKNESS
If the bearer destroys an enemy unit and you do not currently control a C'tan Shard of the Nightbringer you may place C'tan Shard of the Nightbringer within 1" of the bearer and more than 1" away from enemy models, if you do, the bearer is slain and cannot benefit from the Ressurection Protocols Stratagem. You do not have to pay Reinforcement points to bring in the C'tan Shard of the Nightbringer with this effect. Randomly generate two Powers of the C'tan unless you previously controlled the C'tan Shard of the Nightbringer, in which case you should use the powers it had earlier.

GAUSS OBLITERATOR (1CP)
Use this Stratagem when a RED HARVEST DESTROYER unit targets an enemy TITANIC unit with all their attacks in the Shooting phase, you may re-roll damage rolls for the remainder of this phase for that unit.

OMNIDIMENSIONAL TARGETING DATA (1CP)
Use this Stratagem during your Shooting phase by targeting an enemy unit. For the remainder of the Shooting phase RED HARVEST DEATHMARKS do not require line of sight to shoot the target.

HARBINGERS OF DESPAIR (1CP)
Specialist Detachment Stratagem
Use this Stratagem when choosing your army. Pick a NECRON Detachment from your army to be a Harbingers of Despair Specialist Detachment. Cryptek and CANOPTEK units in that Detachment gain the HARBINGERS OF DESPAIR keyword.

WARLORD TRAIT
If a HARBINGERS OF DESPAIR CHARACTER is your Warlord, you can give them the following Warlord Trait.

PSYCHOMANCER
Subtract 1 from the Leadership of enemy units within 6" of your Warlord. In addition, each time your opponent uses a Stratagem roll a D6 if you haven't already regained any CP this turn, on a roll of 5+ you gain 1 CP.

ARTEFACT OF THE AEONS
If your army includes any Harbingers of Despair Specialist Detachments, you can give the following relic to a HARBINGERS OF DESPAIR CHARACTER in your army.

PARIAH SKULL
The bearer can never be targeted or affected by psychic powers in any way. PSYKERS that are within 18" of the bearer must subtract 2 from Psychic tests they take.

MINDFLAY (1CP)
Use this Stratagem after a unit of HARBINGERS OF DESPAIR Canoptek Scarabs from your army piles in, but before they make their close combat attacks. Select a Canoptek Scarab Swarm model in your unit and then pick an enemy INFANTRY unit within 1" of it. Your Canoptek Scarab Swarm model is destroyed. Remove it from the battlefield and roll a D6; on a 2+ the enemy unit you picked suffers D3 mortal wounds and if one or more enemy models with a Leadership characteristic of 7 or less are destroyed every enemy unit within 3" of the Canoptek Scarabs suffer 1 mortal wound.

DESPAIR AMPLIFIER (1CP)
Use this Stratagem when you deploy a HARBINGERS OF DESPAIR unit armed with one or more gloom prisms, add 1 to morale tests for enemy units within 24" of one or more of these units and subtract 1 from morale tests made for friendly units for each of these units within 24".

HARBINGERS OF DESTRUCTION (1CP)
Specialist Detachment Stratagem
Use this Stratagem when choosing your army. Pick a NECRON Detachment from your army to be a Harbingers of Destruction Specialist Detachment. Cryptek and CANOPTEK units in that Detachment gain the HARBINGERS OF DESTRUCTION keyword.

WARLORD TRAIT
If a HARBINGERS OF DESTRUCTION CHARACTER is your Warlord, you can give them the following Warlord Trait.

PLASMANCER
Increase the damage of the bearer's weapons by 1 and the range of the bearer's ranged weapons by 6".

ARTEFACT OF THE AEONS
If your army includes any Harbingers of Destruction Specialist Detachments, you can give the following relic to a HARBINGERS OF DESTRUCTION CHARACTER in your army.

GAZE OF FLAME
Friendly units within 3" of the bearer hit on 5+ while firing Overwatch. In addition, the bearer can re-roll failed hit rolls.

IMMOLATE (1CP)
Use this Stratagem after a unit of HARBINGERS OF DESTRUCTION Canoptek Scarabs from your army piles in, but before they make their close combat attacks. Select a Canoptek Scarab Swarm model in your unit and then pick an enemy VEHICLE unit within 1" of it. Your Canoptek Scarab Swarm model is destroyed. Remove it from the battlefield and roll a D6; on a 2+ the enemy unit you picked suffers D3 mortal wounds and if one or more enemy models are destroyed every enemy unit within 3" of the Canoptek Scarabs suffer D3 mortal wounds.

DESTRUCTION = DAMAGE SQUARED (2CP)
Use this Stratagem at the end of your Shooting phase, one of your HARBINGERS OF DESTRUCTION units can shoot again.

HARBINGERS OF ETERNITY (1CP)
Specialist Detachment Stratagem
Use this Stratagem when choosing your army. Pick a NECRON Detachment from your army to be a Harbingers of Eternity Specialist Detachment. Cryptek and CANOPTEK units in that Detachment gain the HARBINGERS OF ETERNITY keyword.

WARLORD TRAIT
If a HARBINGERS OF ETERNITY CHARACTER is your Warlord, you can give them the following Warlord Trait.

CHRONOMANCER
Subtract 2" from charge rolls made against friendly units within 6" of your Warlord. In addition, subtract 1 from hit rolls that target your Warlord in the Shooting phase.

ARTEFACT OF THE AEONS
If your army includes any Harbingers of Destruction Specialist Detachments, you can give the following relic to a HARBINGERS OF ETERNITY CHARACTER in your army.

AEONSTAVE
The bearer always fights first in the Fight phase, even if he didn’t charge. If your opponent has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. In addition, at the start of each Fight phase, select an enemy unit within 6" of the bearer. That unit cannot fight until all other units that are able to have done so. If the unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it did not have this ability. If both players have units that cannot fight until all other unit have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.

STUTTERING STASIS (1CP)
Use this Stratagem at the beginning of your opponent’s Movement phase. Choose an enemy unit within 1" of a HARBINGERS OF ETERNITY Canoptek Scarabs unit from your army. Select a Canoptek Scarab Swarm model in your unit. Remove the Scarab Swarm from the battlefield and roll a D6; on a 2+ the enemy unit you picked cannot be fall back this turn.

TEMPORAL SNARES (2CP)
If you control a HARBINGERS OF ETERNITY Cryptek on the battlefield you may use this Stratagem at the beginning of your opponent's first turn. Reduce the Movement characteristic of all enemy models by 1 this turn and reduce Charge rolls by 2 this turn. Units with the FLY keyword are not affected.

HARBINGERS OF THE STORM (1CP)
Specialist Detachment Stratagem
Use this Stratagem when choosing your army. Pick a NECRON Detachment from your army to be a Harbingers of the Storm Specialist Detachment. Cryptek and CANOPTEK units in that Detachment gain the HARBINGERS OF THE STORM keyword.

WARLORD TRAIT
If a HARBINGERS OF THE STORM CHARACTER is your Warlord, you can give them the following Warlord Trait.

ETHERMANCER
Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12" of your Warlord.

ARTEFACT OF THE AEONS
If your army includes any Harbingers of Destruction Specialist Detachments, you can give the following relic to a HARBINGERS OF THE STORM CHARACTER in your army.

ETHER CRYSTAL
Add 2" to the bearer's Movement characteristic and the bearer gains the FLY keyword. Roll a D6 for each enemy unit that was moved across by the bearer in the Movement or Charge phase. On a 4+, that unit suffers D3 mortal wounds.

STORMCELL (2CP)
Use this Stratagem when a friendly HARBINGERS OF THE STORM Canoptek Wraiths unit is targeted by a ranged or melee weapon. Subtract 1 from all hit rolls made against that unit for the rest of the phase.

COMMAND THE SKIES (3CP)
This Stratagem can be used once per battle, in your Shooting phase, if a HARBINGERS OF THE STORM Cryptek from your army is on the battlefield. Select one point on the battlefield and roll one D6 for each unit within 6" of that point. Add 1 to the result if the target is a VEHICLE. Add 1 to the result if the target has FLY. On a 6+ the unit being rolled for suffers D3 mortal wounds.

HARBINGERS OF TRANSMOGRIFICATION (1CP)
Specialist Detachment Stratagem
Use this Stratagem when choosing your army. Pick a NECRON Detachment from your army to be a Harbingers of Transmogrification Specialist Detachment. Cryptek and CANOPTEK units in that Detachment gain the HARBINGERS OF TRANSMOGRIFICATION keyword.

WARLORD TRAIT
If a HARBINGERS OF TRANSMOGRIFICATION CHARACTER is your Warlord, you can give them the following Warlord Trait.

GEOMANCER
Friendly units within 6" of your Warlord ignore the benefits of cover when making a shooting attack.

ARTEFACT OF THE AEONS
If your army includes any Harbingers of Destruction Specialist Detachments, you can give the following relic to a HARBINGERS OF TRANSMOGRIFICATION CHARACTER in your army.

TREMORSTAVE
The bearer can never be targeted or affected by psychic powers in any way. PSYKERS that are within 18" of the bearer must subtract 2 from Psychic tests they take.

HARP OF DISSONANCE (1CP)
Use this Stratagem at the beginning of your Shooting phase. Choose a HARBINGERS OF TRANSMOGRIFICATION Canoptek Scarabs unit from your army. Select a Canoptek Scarab Swarm model in your unit. Remove the Scarab Swarm from the battlefield and roll a D6; on a 2+ reduce the Toughness of the closest enemy unit by 1 until the end of the phase.

SEISMIC CRUCIBLE (3CP)
This Stratagem can be used once per battle, in your Shooting phase, if a HARBINGERS OF TRANSMOGRIFICATION Cryptek from your army is on the battlefield. Select one point on the battlefield and roll one D6 for each unit without FLY within 6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER with a Wounds characteristic of 9 or less. On a 4+ the unit being rolled for suffers D3 mortal wounds.

   
Made in us
Decrepit Dakkanaut




Yeah Necrons aren't swimming in CP so that would almost never be used.

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
Ultramarine Chaplain with Hate to Spare






 vict0988 wrote:
 Insectum7 wrote:
 Grimskul wrote:
 skchsan wrote:
Would it be OP if monoliths gain quantum shielding but remains at current point cost?

I can totally picture firing at a monolith being similar to how the initial missile barrage from 'Independence Day' worked out.


It's either that or an invuln, and QS is basically a reverse invuln the way it works anyways, so I would say it deserves QS to reflect how it used to completely ignore the melta and lance rule way back then.


In addition to making it tougher somehow, it ought to be able to do more teleportation shenanigans the way it used to as well. It was crazy fun in 3rd and 4th Ed. Pulling units out of combat, regen-ing them and dumping them against a different front on the table.

It can already pull a unit from anywhere on the battlefield not in melee to it for 1CP.


Sure, but that seems a bit weak imo. Being able to pull units out of combat meant that you could wait for the opponent to commit to an attack before pulling your units out and then re-committing them in a different area. The ability to bring back even more of the casualties you just sustained was incredibly cool, too. Not to mention the fact that if you ran two Monoliths you could do it twice per round, while a Strat limits you to only once.

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 dk
Loyal Necron Lychguard






 Insectum7 wrote:
 vict0988 wrote:

It can already pull a unit from anywhere on the battlefield not in melee to it for 1CP.


Sure, but that seems a bit weak imo. Being able to pull units out of combat meant that you could wait for the opponent to commit to an attack before pulling your units out and then re-committing them in a different area. The ability to bring back even more of the casualties you just sustained was incredibly cool, too. Not to mention the fact that if you ran two Monoliths you could do it twice per round, while a Strat limits you to only once.

It depends on how much of the Monolith's power budget should be put into that ability. Units like Bloodletters or Destroyers have a large portion of their power budget assigned to Stratagems that are relatively undercosted. I don't think there is anything wrong with the Monolith's main power laying other places than its ability to pull units out of combat and redeploy units already on the battlefield. The power budget of the Monolith is only half-filled so you could give it several different buffs and OP Stratagems and it still wouldn't break the meta. I think 1 CP for a re-deploy ability is decent even if it cannot pull a unit out of combat.
Slayer-Fan123 wrote:
Yeah Necrons aren't swimming in CP so that would almost never be used.

All the Specialist Detachments I designed are meant to be fairly weak, so you can use them in actual play with anyone that'll allow just a little bit of homebrew, they were not designed for competitive play since relatively few communities will allow homebrew rules in a competitive setting and in any case it'd be unfair for Necrons to get a buff without DA and GK getting a buff. I don't know if you've tried to use a Monolith or two, but it's really bad, you're not going to be set back a meaningful amount by using the first Detachment in my last post.

This message was edited 1 time. Last update was at 2019/11/08 19:06:21


 
   
Made in gb
Tail-spinning Tomb Blade Pilot




While we’re wishlisting, I don’t think Living Metal should make the unit tougher—quite the opposite. It should be weaker, fluff-wise, with rapid regenerative properties.

Balancing this is tricky in an alpha strike meta, but that’s less important than fluff, honestly.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

What if Living Metal gets stronger the lower the health of a unit is?
Like, if its below X number of wounds, it regens 1
if it s below Y, it regens D3
If its below Z, it regens D6
If its down to a single wound, it regends 2D6.

This message was edited 1 time. Last update was at 2019/11/09 11:32:46


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
Tail-spinning Tomb Blade Pilot




I think a simple d3 at the beginning of each player’s turn would be a less admin-intensive solution. Super-Heavy and Cryptek-influence could be d6 instead.

But either way, it’s why I think our vehicle toughness and saves should stay at the oddly low values they are currently (I.e., 6 toughness and 4+).

This message was edited 1 time. Last update was at 2019/11/09 12:06:13


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Except that never made sense.
You'd think the robotic race who's supposed to be really durable and were obsessed with immortality in the fluff would make tough vehicles with actual armor plating instead of flimsy looking flying boats that would snap in half if you so much as push on them.
Necrons need more heavy vehicles, not less.

Seriously, feth doomsday arks. Whoever designed that didn't think it through.

This message was edited 1 time. Last update was at 2019/11/09 12:09:36


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sieGermans wrote:
I think a simple d3 at the beginning of each player’s turn would be a less admin-intensive solution.


You could probably skip most of the admin by just using the wound tables for vehicles.

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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.

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 CthuluIsSpy wrote:
Except that never made sense.
You'd think the robotic race who's supposed to be really durable and were obsessed with immortality in the fluff would make tough vehicles with actual armor plating instead of flimsy looking flying boats that would snap in half if you so much as push on them.
Necrons need more heavy vehicles, not less.

Seriously, feth doomsday arks. Whoever designed that didn't think it through.


Agreed. Their iconic vehicle is literally a flying pyramid, essentially a floating slab of metal.

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 A Town Called Malus wrote:
 CthuluIsSpy wrote:
Except that never made sense.
You'd think the robotic race who's supposed to be really durable and were obsessed with immortality in the fluff would make tough vehicles with actual armor plating instead of flimsy looking flying boats that would snap in half if you so much as push on them.
Necrons need more heavy vehicles, not less.

Seriously, feth doomsday arks. Whoever designed that didn't think it through.


Agreed. Their iconic vehicle is literally a flying pyramid, essentially a floating slab of metal.

Well keep in mind they're durable to most things that they should be durable to. QS stops hardcore anti-tank weapons from going through, and the Monolith did used to have rules to protect it from Melta and Lance if I remember correctly.

The issue? The classic anti-tank weapons aren't being taken in favor of other weapons to point at tanks (and therefore QS has little value) and the Monolith lost those points that made it intimidating, all on top of a price increase.

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

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sieGermans wrote:
While we’re wishlisting, I don’t think Living Metal should make the unit tougher—quite the opposite. It should be weaker, fluff-wise, with rapid regenerative properties.

Balancing this is tricky in an alpha strike meta, but that’s less important than fluff, honestly.

How does that fit with the fluff? Living Metal can act to absorb the power of an attack, it's like a ballistics vest being hard yet pliable, instead of a piece of piece of glass that is hard but brittle. I'd also hate for more of Necrons power budget to be allotted to healing vehicles, 1 wound a turn is awesome, it's fluffy it has an impact in some games but it isn't the main thing Necron vehicles have going for them, they also have high T or QS or they are flyers, they have shooting or whatever.

 CthuluIsSpy wrote:
Except that never made sense.
You'd think the robotic race who's supposed to be really durable and were obsessed with immortality in the fluff would make tough vehicles with actual armor plating instead of flimsy looking flying boats that would snap in half if you so much as push on them.
Necrons need more heavy vehicles, not less.

Seriously, feth doomsday arks. Whoever designed that didn't think it through.

Doomsday Arks are the best of all the 5th edition non-Infantry models that were released. Tomb Blades, Ghost Arks, Annihilation Barge and Catacomb Command Barges are IMO a lot worse. Not to mention open-topped flyers which are very silly. You're flying an aircraft not driving a go-kart. Some of the rumours about a cuboid with a portal like the Monolith would have been much cooler than Ghost Arks. I'm not sure if Doomsday Arks fit at all with what Necrons are, it's nice to have a long-range gun though and it'd be more than a little weird for Necrons to not have any such guns. Long-range Monoliths or Stratagems increasing range could have fulfilled the role though so I'm not sure.
   
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They really missed the point when they realised newcrons, design wise, for the units, I agree. It has never made sense and I would really be curious to speak with the guys who took this decision, to know how and why.

   
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 godardc wrote:
They really missed the point when they realised newcrons, design wise, for the units, I agree. It has never made sense and I would really be curious to speak with the guys who took this decision, to know how and why.

I think they wanted Necrons to be more like Tomb Kings, Space Marines already have the bulky boxy vehicles as well.
   
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 vict0988 wrote:
sieGermans wrote:
While we’re wishlisting, I don’t think Living Metal should make the unit tougher—quite the opposite. It should be weaker, fluff-wise, with rapid regenerative properties.

Balancing this is tricky in an alpha strike meta, but that’s less important than fluff, honestly.

How does that fit with the fluff? Living Metal can act to absorb the power of an attack, it's like a ballistics vest being hard yet pliable, instead of a piece of piece of glass that is hard but brittle. I'd also hate for more of Necrons power budget to be allotted to healing vehicles, 1 wound a turn is awesome, it's fluffy it has an impact in some games but it isn't the main thing Necron vehicles have going for them, they also have high T or QS or they are flyers, they have shooting or whatever.

 CthuluIsSpy wrote:
Except that never made sense.
You'd think the robotic race who's supposed to be really durable and were obsessed with immortality in the fluff would make tough vehicles with actual armor plating instead of flimsy looking flying boats that would snap in half if you so much as push on them.
Necrons need more heavy vehicles, not less.

Seriously, feth doomsday arks. Whoever designed that didn't think it through.

Doomsday Arks are the best of all the 5th edition non-Infantry models that were released. Tomb Blades, Ghost Arks, Annihilation Barge and Catacomb Command Barges are IMO a lot worse. Not to mention open-topped flyers which are very silly. You're flying an aircraft not driving a go-kart. Some of the rumours about a cuboid with a portal like the Monolith would have been much cooler than Ghost Arks. I'm not sure if Doomsday Arks fit at all with what Necrons are, it's nice to have a long-range gun though and it'd be more than a little weird for Necrons to not have any such guns. Long-range Monoliths or Stratagems increasing range could have fulfilled the role though so I'm not sure.


Doomsday Arks look better than the other 5th vehicles, but its still a bastard to assemble. Its as if GW doesn't actually build their own models, because if they did, they would know first hand what a tedious chore the ark vehicles are.

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Ghost Arks are fine design wise. The issue is that you can't shoot out of them anymore for no good reason. You give that back, and that's at least a point of incentive to use them and Warriors together.

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.
 
   
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Slayer-Fan123 wrote:
Ghost Arks are fine design wise. The issue is that you can't shoot out of them anymore for no good reason. You give that back, and that's at least a point of incentive to use them and Warriors together.


That and remove the prohibition on being only able to transport Warriors anymore. If they actually were able to ferry Lychguard and even immortals, they would see a lot more play.
   
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 Grimskul wrote:
Slayer-Fan123 wrote:
Ghost Arks are fine design wise. The issue is that you can't shoot out of them anymore for no good reason. You give that back, and that's at least a point of incentive to use them and Warriors together.


That and remove the prohibition on being only able to transport Warriors anymore. If they actually were able to ferry Lychguard and even immortals, they would see a lot more play.
I get why you can't shoot out of them (Crons are deactivated inside them, undergoing repairs) but mechanically it leaves the Ghost Ark subpar.

However, I'd say that it should either get open-topped OR transport anything. Not both. Immortals that are protected by Quantum Shielding feels a little too much. (Then again, compared to Space Marines... Maybe not.)

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They could just make Ghost Arks pure ambulance / support vehicles. Remove transport, pump its heal ability full of steroids.
Maybe allow it to work as a teleport relay that Night Scythes and Monoliths can use.

Like, if a unit is close to a ghost ark and there's a monolith or night scythe in the army, the unit can "move" instantly to the monolith or night scythe via teleportation.

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Peace through power!

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 Insectum7 wrote:


Sure, but that seems a bit weak imo. Being able to pull units out of combat meant that you could wait for the opponent to commit to an attack before pulling your units out and then re-committing them in a different area. The ability to bring back even more of the casualties you just sustained was incredibly cool, too. Not to mention the fact that if you ran two Monoliths you could do it twice per round, while a Strat limits you to only once.


That worked before as there was unit to pull. 8th ed is so killy and getting killier that you are lucky if unit survives to be pulled. Same reason rp isn't that awesome

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