Switch Theme:

Necrons - Reanimation Protocols Overhaul  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Loyal Necron Lychguard





"At the end of a phase in which a unit with this rule has been completely destroyed for the first time, roll a d6 for each model in the unit, excluding models removed due to morale. On a 5+ the model's reanimation protocols activates and it is restored. Set up all reanimated models as close as possible to the unit's original position and more than 1" from enemy models."

Probably not the best possible idea but figured I'd throw this out there for people to critique. The primary problem with Reanimation Protocols right now is that it's power is entirely dependent on how good your opponent is - if their offense is efficient, the rule sucks and doesn't do anything, if it's inefficient due to poor list building or bad rolls then the rule can feel oppressive to play against. This rendition of the rule makes it a lot more consistent; if you have a unit of warriors with an Immortal Pride Cryptek nearby you can be pretty sure that unit is worth about 30 models. As I'm typing this I realize there's still some weird counterplay to it in that a unit that's left with only a few models left will never reanimate, though on the other hand that unit becomes a prime target for the Resurrection Orb (which shouldn't count against the one RP you're entitled to IMO).

The biggest issue that would likely prevent this from ever being incorporated into the game even if I were to pretend it's absolutely flawless and will singlehandedly fix all the issues with Necrons is the ripple effect it would cause with all other rules that interact with RP; you'd have to redesign Crypteks entirely, for example. Maybe instead of making the RP roll better they give you the current RP bonus on a single unit per turn? Just spitballing here.
   
Made in us
Focused Fire Warrior




NY

Well it's kind of tactical in that opponent's will need to keep from over killing or else end up with big units again, but that also means you'll never see it in use.
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

It would probably be better with a Stratagem that has a similar effect.

We'll Be Back - Necron Stratagem 1/2 CP
When the final model of a unit with Reanimation Protocols ability loses it's final wound, immediately make a Reanimation Protocol roll for the unit and place any recovered models before removing that final model. Continue resolving the attack against that unit. This Stratagem cost 1 CP for Necron Warrior units and 2 CP for any other unit.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 alextroy wrote:
It would probably be better with a Stratagem that has a similar effect.

We'll Be Back - Necron Stratagem 1/2 CP
When the final model of a unit with Reanimation Protocols ability loses it's final wound, immediately make a Reanimation Protocol roll for the unit and place any recovered models before removing that final model. Continue resolving the attack against that unit. This Stratagem cost 1 CP for Necron Warrior units and 2 CP for any other unit.


I would do what they did with the Daemons Dex. Tie it to the PL of the unit-so a min unit of Immortals should only run you 1 CP, but a max unit of Warriors might run you 2.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Loyal Necron Lychguard





The idea of a stratagem has been pitched a few times. The problem with that is it still leaves us with the cruddy RP rule we have now, which even if this isn't the answer I feel needs to be replaced or modified in some way.
   
Made in us
Steadfast Ultramarine Sergeant






Do Necrons have a stratagem similar to tide of traitors?

I'd take that remove the deep strike and make it usable immediately after the unit is destroyed after all attacks are resolved
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

 fraser1191 wrote:
Do Necrons have a stratagem similar to tide of traitors?

I'd take that remove the deep strike and make it usable immediately after the unit is destroyed after all attacks are resolved


Nah, Crons don't have anything like that, but then again, it doesn't really...fit quite right.

RP should be done at the end of the movement phase, so we can get in range of our characters, shuffle supporting elements around. Thats a good start.
After that, I'd say that when a unit is destroyed, roll a d6, and on a 5+ one model from that unit gets up within 3 inches of where it was destroyed. If the roll fails, the squad is wiped out for the game.

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 us
Fixture of Dakka





 Arachnofiend wrote:
"At the end of a phase in which a unit with this rule has been completely destroyed for the first time, roll a d6 for each model in the unit, excluding models removed due to morale. On a 5+ the model's reanimation protocols activates and it is restored. Set up all reanimated models as close as possible to the unit's original position and more than 1" from enemy models."

Probably not the best possible idea but figured I'd throw this out there for people to critique. The primary problem with Reanimation Protocols right now is that it's power is entirely dependent on how good your opponent is - if their offense is efficient, the rule sucks and doesn't do anything, if it's inefficient due to poor list building or bad rolls then the rule can feel oppressive to play against. This rendition of the rule makes it a lot more consistent; if you have a unit of warriors with an Immortal Pride Cryptek nearby you can be pretty sure that unit is worth about 30 models. As I'm typing this I realize there's still some weird counterplay to it in that a unit that's left with only a few models left will never reanimate, though on the other hand that unit becomes a prime target for the Resurrection Orb (which shouldn't count against the one RP you're entitled to IMO).

The biggest issue that would likely prevent this from ever being incorporated into the game even if I were to pretend it's absolutely flawless and will singlehandedly fix all the issues with Necrons is the ripple effect it would cause with all other rules that interact with RP; you'd have to redesign Crypteks entirely, for example. Maybe instead of making the RP roll better they give you the current RP bonus on a single unit per turn? Just spitballing here.


This seems like an improvement over the current system. I would worry, however, that it might suffer from the same feeling of non-interactivity that the 7th edition 'crons had. Assuming I'm running 1500 points worth of stuff that has RP, and assuming all 1500 points of those units die at least once, and assuming that I roll average results, I'll effectively get 2000 points of units for my 1500 points. (5+ = 1/3rd chance; 500 = 1/3rd of 1500.) Which is significant, and there's nothing your opponent can do to stop it. Plus, doing the roll at the end of the phase means that your opponent potentially loses the opportunity to bring down a unit for good on a given turn. A tau or IG army, for instance, is likely to finish off a unit in the shooting phase and then have no real damage output in the fight phase meaning your version of RP basically lets a unit "hide" by being dead and then pop back up at 33% strength on the necron turn.

So for every 3 points of RP-possessing unit you field, you get 1 point free, and there's nothing your opponent an do to prevent that. On the other hand, that's less powerful than 7th edition's version, and 'crons could use a bit of a boost. So maybe your proposal is right on the money. I say playtest it. See how it works in practice.



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Loyal Necron Lychguard





I am of the opinion that for a defense oriented army to work their tools need to be powerful enough to make the life of a glass cannon miserable. Control is supposed to beat Aggro, and Necrons/Death Guard/Thousand Sons should have a very strong match up against any list that expects to win the game by just nuking the enemy on the first turn.

I'm pretty sure "non-interactivity" isn't the reason RP got changed; it got changed because A) it didn't really fit what Reanimation Protocols is supposed to do and B) GW decided they wanted Feel No Pain to be Death Guard's unique trick.

This message was edited 1 time. Last update was at 2018/10/15 03:50:50


 
   
Made in us
Battlewagon Driver with Charged Engine





I don't think RP is that frustrating to play against, honestly. If I kill 6 out of 7 in the unit, RP makes 2 come back.

I've still dropped the unit to 3, instead of 1. Next turn the unit is almost certainly wiped. Until then, those 3 still don't do much.

Watching models get back up is a lot less annoying of the opponent has agency by wiping the unit.

Necrons need a big boost, though. I would think something like bumping their AP on every single weapon by 1 would be a big help.
   
Made in fi
Locked in the Tower of Amareo





 alextroy wrote:
It would probably be better with a Stratagem that has a similar effect.

We'll Be Back - Necron Stratagem 1/2 CP
When the final model of a unit with Reanimation Protocols ability loses it's final wound, immediately make a Reanimation Protocol roll for the unit and place any recovered models before removing that final model. Continue resolving the attack against that unit. This Stratagem cost 1 CP for Necron Warrior units and 2 CP for any other unit.


Doesn't fix the core issue of RP being and still would be non-scalable so that RP has bigger effect the smaller the game is.

2024 painted/bought: 109/109 
   
Made in gb
Deranged Necron Destroyer




What about letting Ghost Arks bring back dead Warrior units?

That way your opponent has something they can do about it i.e. target the Ark before the warriors.

Maybe have Res Orbs work this way too, but for all units. I think RP for all dead units is too powerful, but this would be a decent compromise and a nice buff to Ghost Arks and Res Orbs.

This message was edited 1 time. Last update was at 2018/10/15 09:59:06


 
   
Made in us
Loyal Necron Lychguard





This requires me to A) play Warriors and B) play Ghost Arks, neither of which are things that I want to do. I'm looking for a fix for the entire army, not for very specific units.

I don't really understand why Reanimation Protocols needs to have ways to completely shut it down when Disgustingly Resilient (or on the other end of the spectrum, Strength From Death) go off completely on their own.

This message was edited 1 time. Last update was at 2018/10/15 10:12:02


 
   
Made in gb
Deranged Necron Destroyer




 Arachnofiend wrote:
This requires me to A) play Warriors and B) play Ghost Arks, neither of which are things that I want to do. I'm looking for a fix for the entire army, not for very specific units.

I don't really understand why Reanimation Protocols needs to have ways to completely shut it down when Disgustingly Resilient (or on the other end of the spectrum, Strength From Death) go off completely on their own.


RP on death would be way more powerful than any of those rules. There would be no counter to a unit coming back, nothing your opponent could do.

As for not wanting to play Warriors and Ghost Arks, tough? Most armies get their staying power from rank and file troops (as they should). Having destroyers be able to just pop back into existence after being wiped out would be gross. I'm all for buffing crons, but seriously, RP on death for all units is far too powerful. Restrict to Ghost Arks, Stratagems and Res Orbs is a good buff but not OP.
   
Made in us
Regular Dakkanaut





the 1CP Stratagem to reanimate a character should just be extended army wide ..

give the ability (once per unit per game) at the end of the phase to return ONE model from a unit on a 2+ for units and 4+ for characters.

gives the enemy a chance to shoot that model if it was smited/smoted/smitten or charge it if it was shot etc.

but it's another threat that at the start of next turn the Necron player will be able to make RP rolls for that unit and build them back from nothing.

This message was edited 2 times. Last update was at 2018/10/15 12:34:04


 
   
Made in gb
Deranged Necron Destroyer




Reanimation_Protocol wrote:
the 1CP Stratagem to reanimate a character should just be extended army wide ..

give the ability (once per unit per game) at the end of the phase to return ONE model from a unit on a 2+ for units and 4+ for characters.

gives the enemy a chance to shoot that model if it was smited/smoted/smitten or charge it if it was shot etc.

but it's another threat that at the start of next turn the Necron player will be able to make RP rolls for that unit and build them back from nothing.


Also not a bad idea, though I think our characters should have a better shot at getting up than they currently do. Bobby G should not be better at getting back up than a Necron Overlord. Either the 4+ get back up should be in-built, or the stratagem should be on a 2+.
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

tneva82 wrote:
 alextroy wrote:
It would probably be better with a Stratagem that has a similar effect.

We'll Be Back - Necron Stratagem 1/2 CP
When the final model of a unit with Reanimation Protocols ability loses it's final wound, immediately make a Reanimation Protocol roll for the unit and place any recovered models before removing that final model. Continue resolving the attack against that unit. This Stratagem cost 1 CP for Necron Warrior units and 2 CP for any other unit.


Doesn't fix the core issue of RP being and still would be non-scalable so that RP has bigger effect the smaller the game is.

Isn’t that better fixed by adjusting the points value of the units to reflect their true durability?
   
Made in us
Regular Dakkanaut





IanVanCheese wrote:
Reanimation_Protocol wrote:
the 1CP Stratagem to reanimate a character should just be extended army wide ..

give the ability (once per unit per game) at the end of the phase to return ONE model from a unit on a 2+ for units and 4+ for characters.

gives the enemy a chance to shoot that model if it was smited/smoted/smitten or charge it if it was shot etc.

but it's another threat that at the start of next turn the Necron player will be able to make RP rolls for that unit and build them back from nothing.


Also not a bad idea, though I think our characters should have a better shot at getting up than they currently do. Bobby G should not be better at getting back up than a Necron Overlord. Either the 4+ get back up should be in-built, or the stratagem should be on a 2+.

the armour he is wearing is a relic and I think he's fairly priced .. but that's a whole nother argument.

if the stratatgem were to bring stuff back without a roll, it would be more than 1CP .. I'd leave it as is ... you need to save 2 CP for it and a re-roll if you get unlucky.

as for Necrons pricing .. yeah, we need a Winter sale 50% off across the board ! but I'm not holding my breath .. wait .. I don't have lungs .. errrrmm ...
   
Made in us
Omnipotent Necron Overlord






Honestly, come back to life mechanics are so busted and it's the reason that no body fools around when playing necrons. They wipe your units because a good roll could take away an entire turn of shooting...yeah...that will NEVER be balanced.

Honestly it's already the best base free ability in the game. To make it better is just insane.

Make a 3 CP strat that you can use it even if a unit was completely wiped out (once per game).

Crons I feel are the best army that doesn't do well in tournaments.

In you guys opinion why do you think Necrons don't do very well competitively? They seem to be really good on paper. Plus when I play against them they have a lot of really powerful abilities. Is it because you never get to use reanimation protocols? Perhaps the issue is it is too easy to wipe necron units because they are overpointed?

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in gb
Deranged Necron Destroyer




Reanimation_Protocol wrote:
IanVanCheese wrote:
Reanimation_Protocol wrote:
the 1CP Stratagem to reanimate a character should just be extended army wide ..

give the ability (once per unit per game) at the end of the phase to return ONE model from a unit on a 2+ for units and 4+ for characters.

gives the enemy a chance to shoot that model if it was smited/smoted/smitten or charge it if it was shot etc.

but it's another threat that at the start of next turn the Necron player will be able to make RP rolls for that unit and build them back from nothing.


Also not a bad idea, though I think our characters should have a better shot at getting up than they currently do. Bobby G should not be better at getting back up than a Necron Overlord. Either the 4+ get back up should be in-built, or the stratagem should be on a 2+.

the armour he is wearing is a relic and I think he's fairly priced .. but that's a whole nother argument.

if the stratatgem were to bring stuff back without a roll, it would be more than 1CP .. I'd leave it as is ... you need to save 2 CP for it and a re-roll if you get unlucky.

as for Necrons pricing .. yeah, we need a Winter sale 50% off across the board ! but I'm not holding my breath .. wait .. I don't have lungs .. errrrmm ...


Yeah I honestly don't think we're in as bad a shape as some people think. A few things need fixing and some points need dropping. I think our biggest issue is still delivery systems, so the monolith needs a buff (or huge points drop).

It feels like they wrote a good Necron book, decided it was OP as hell and then nerfed it into the ground before launch. Like Enhanced RP being 2 CP, wtf is that about?
   
Made in ca
Speed Drybrushing





t.dot

 Xenomancers wrote:
Honestly it's already the best base free ability in the game. To make it better is just insane.


It's not free, it's baked into unit point costs.


I would love to incorporate some of the original "We'll Be Back" mechanics from the 4th Edition codex into Reanimation Protocols.

When the last model of a unit is slain, place a token in its place. At the start of the turn in which a unit of the same type (Warriors, Immortals, Destroyers, etc.) is within 3" of this token, the slain unit may make a Reanimation Roll. Alternatively, if a model with a Resurrection Orb or a Tomb Spyder is within 3" of this token, the slain unit may also attempt a Reanimation Roll as if there was a unit of the same type within 3".

A Cryptek within 3" of this token will modify the Reanimation Roll as normal.



It encourages tactical play to not leave units isolated, to have them working in tandem.
We're unlikely to spam units like Tomb Blades or Destroyers, or field many of them because of points, so if we cluster to maximize, we have poor board coverage.
It also encourages tactical play on the part of our opponent to prioritize certain targets to prevent us from bringing like units to "rescue" slain units.
It would also give Tomb Spyders something to do, or at the very least make them fire magnets to protect our other units for a turn or two.

This message was edited 3 times. Last update was at 2018/10/15 16:36:56


   
Made in us
Omnipotent Necron Overlord






 DV8 wrote:
 Xenomancers wrote:
Honestly it's already the best base free ability in the game. To make it better is just insane.


It's not free, it's baked into unit point costs.


I would love to incorporate some of the original "We'll Be Back" mechanics from the 4th Edition codex into Reanimation Protocols.

When the last model of a unit is slain, place a token in its place. At the start of the turn in which a unit of the same type (Warriors, Immortals, Destroyers, etc.) is within 3" of this token, the slain unit may make a Reanimation Roll. Alternatively, if a model with a Resurrection Orb or a Tomb Spyder is within 3" of this token, the slain unit may also attempt a Reanimation Roll as if there was a unit of the same type within 3".

A Cryptek within 3" of this token will modify the Reanimation Roll as normal.



It encourages tactical play to not leave units isolated, to have them working in tandem.
We're unlikely to spam units like Tomb Blades or Destroyers, or field many of them because of points, so if we cluster to maximize, we have poor board coverage.
It also encourages tactical play on the part of our opponent to prioritize certain targets to prevent us from bringing like units to "rescue" slain units.
It would also give Tomb Spyders something to do, or at the very least make them fire magnets to protect our other units for a turn or two.


It's basically free - like bonding knife ritual/ATSKNF/Battle focus - ect. Everyone has an ability like this. The only ability even in the same ball park is power from pain - which scales up during the game but starts with the best one 6+FNP.

WWBB is a special kind of roll - it's kind of like a 5+ FNP - except you come back with all your wounds and after you've been slain in your turn. It is incredibly powerful. Can even be modified to a 4+ with reroll 1's. Come on man - if this happens consistently - you can not lose. That isn't fun for anyone.

It's just a bad design. The army should just be treated like DG with 5+FNP everywhere.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Loyal Necron Lychguard





 Xenomancers wrote:
Honestly, come back to life mechanics are so busted and it's the reason that no body fools around when playing necrons. They wipe your units because a good roll could take away an entire turn of shooting...yeah...that will NEVER be balanced.

Honestly it's already the best base free ability in the game. To make it better is just insane.

Make a 3 CP strat that you can use it even if a unit was completely wiped out (once per game).

Crons I feel are the best army that doesn't do well in tournaments.

In you guys opinion why do you think Necrons don't do very well competitively? They seem to be really good on paper. Plus when I play against them they have a lot of really powerful abilities. Is it because you never get to use reanimation protocols? Perhaps the issue is it is too easy to wipe necron units because they are overpointed?

I know you have this Space Marine Victim Complex but Necrons are demonstrably the worst major faction in the game. Nobody else's defining army trait is something that can be completely counteracted by the enemy just not being bad. It was obvious to all Necron players that RP would be weak when it was first revealed, and it was proven when we were bad in the Index meta and it was proven again now that we're bad in the Codex meta.

This message was edited 1 time. Last update was at 2018/10/15 20:08:30


 
   
Made in us
Freaky Flayed One




 Xenomancers wrote:
Honestly, come back to life mechanics are so busted and it's the reason that no body fools around when playing necrons. They wipe your units because a good roll could take away an entire turn of shooting...yeah...that will NEVER be balanced.

Honestly it's already the best base free ability in the game. To make it better is just insane.

Make a 3 CP strat that you can use it even if a unit was completely wiped out (once per game).

Crons I feel are the best army that doesn't do well in tournaments.

In you guys opinion why do you think Necrons don't do very well competitively? They seem to be really good on paper. Plus when I play against them they have a lot of really powerful abilities. Is it because you never get to use reanimation protocols? Perhaps the issue is it is too easy to wipe necron units because they are overpointed?


See, they SEEM good, but Necrons really aren't. On top of losing durability, our anti-tank is absolutely ABYSMAL. All of it is either on overpriced chassis, or random in shots and damage. If all Gauss weapons had a way to auto-damage vehicles/monsters on wound rolls of 6, it would go a LONG way to fixing the army.

On top of this, much of our vehicles are overcosted, and until recently, literally BROKEN and did not work as intended.

I would be okay with dealing with the weak RP rules if they gave our units some actual TEETH. I'm tired of having to rely on fickle DDAs and having to use my Destroyers to be the only real damage dealer in my army. Buff Gauss, it would make warriors and guass immortals worth taking.
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Gauss already auto-wounds vehicles on a six, same as everyone else's weapons.
Unless you mean it ignores armor or something.

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
Battlewagon Driver with Charged Engine





 Arachnofiend wrote:
 Xenomancers wrote:
Honestly, come back to life mechanics are so busted and it's the reason that no body fools around when playing necrons. They wipe your units because a good roll could take away an entire turn of shooting...yeah...that will NEVER be balanced.

Honestly it's already the best base free ability in the game. To make it better is just insane.

Make a 3 CP strat that you can use it even if a unit was completely wiped out (once per game).

Crons I feel are the best army that doesn't do well in tournaments.

In you guys opinion why do you think Necrons don't do very well competitively? They seem to be really good on paper. Plus when I play against them they have a lot of really powerful abilities. Is it because you never get to use reanimation protocols? Perhaps the issue is it is too easy to wipe necron units because they are overpointed?

I know you have this Space Marine Victim Complex but Necrons are demonstrably the worst major faction in the game. Nobody else's defining army trait is something that can be completely counteracted by the enemy just not being bad. It was obvious to all Necron players that RP would be weak when it was first revealed, and it was proven when we were bad in the Index meta and it was proven again now that we're bad in the Codex meta.
I agree, although Tau are a close second (not counting the abortion that is the GK codex). It is interesting that the always-hated Tau and the reviled Decurion in 7th got hit so hard with the nerf hammer, as if GW set out to do a special on them to prove that they were listening.

They must have gotten a metric-"boat"load of mail over the last two years.
   
Made in au
Dakka Veteran




Australia

You don't want a change to remove counter-play to a certain mechanic, and honestly Reanimation Protocols are in a really good spot for that reason.

However, the Necron players themselves don't have any counter-play against alpha strikes, and I think that's the core issue of these threads (Basically making the trait either worthless or INSANELY good).

So the change needs to be interactive then. Your suggested change addresses "..either worthless..." part but opens up a whole slew of rules questions (Do my old attacks still go through? How does morale function?) and also remove counter-play (Each squad just has two lives).

Here's my suggestion:
New stratagem We'll be Back (or just make it baseline functionality).
When a unit with < Reanimation Protocols > would be destroyed, instead place the unit off the board in "Tomb World" deployment, with a single model of the unit alive.
While in the "Tomb World" this unit is immune to morale and may use < Reanimation Protocols > as per normal.

This gives extra uses to the Night Scythe and Monolith (Which are all pretty lacklustre right now) as they are the only models that can use the "Tomb World" deployment to transport units. This also means the stratagem can be counterplayed simply by deleting the Night Scythe and Monolith.


Automatically Appended Next Post:
 Xenomancers wrote:

It's basically free - like bonding knife ritual/ATSKNF/Battle focus - ect. Everyone has an ability like this. The only ability even in the same ball park is power from pain - which scales up during the game but starts with the best one 6+FNP.

WWBB is a special kind of roll - it's kind of like a 5+ FNP - except you come back with all your wounds and after you've been slain in your turn. It is incredibly powerful. Can even be modified to a 4+ with reroll 1's. Come on man - if this happens consistently - you can not lose. That isn't fun for anyone.

It's just a bad design. The army should just be treated like DG with 5+FNP everywhere.


I'd argue 5+ FNP is an even worse design than the current RP implementation. There's ZERO counterplay.

This message was edited 3 times. Last update was at 2018/10/16 05:07:39


 
   
Made in us
Fixture of Dakka





 Eonfuzz wrote:
You don't want a change to remove counter-play to a certain mechanic, and honestly Reanimation Protocols are in a really good spot for that reason.

However, the Necron players themselves don't have any counter-play against alpha strikes, and I think that's the core issue of these threads (Basically making the trait either worthless or INSANELY good).

So the change needs to be interactive then. Your suggested change addresses "..either worthless..." part but opens up a whole slew of rules questions (Do my old attacks still go through? How does morale function?) and also remove counter-play (Each squad just has two lives).

Here's my suggestion:
New stratagem We'll be Back (or just make it baseline functionality).
When a unit would with < Reanimation Protocols > would be destroyed, instead place the unit off the board in "Tomb World" deployment, with a single model of the unit alive.
While in the "Tomb World" this unit is immune to morale and may use < Reanimation Protocols > as per normal.

This gives extra uses to the Night Scythe and Monolith (Which are all pretty lacklustre right now) as they are the only models that can use the "Tomb World" deployment to transport units. This also means the stratagem can be counterplayed simply by deleting the Night Scythe and Monolith.


Automatically Appended Next Post:
 Xenomancers wrote:

It's basically free - like bonding knife ritual/ATSKNF/Battle focus - ect. Everyone has an ability like this. The only ability even in the same ball park is power from pain - which scales up during the game but starts with the best one 6+FNP.

WWBB is a special kind of roll - it's kind of like a 5+ FNP - except you come back with all your wounds and after you've been slain in your turn. It is incredibly powerful. Can even be modified to a 4+ with reroll 1's. Come on man - if this happens consistently - you can not lose. That isn't fun for anyone.

It's just a bad design. The army should just be treated like DG with 5+FNP everywhere.


I'd argue 5+ NFP is an even worse design than the current RP implementation. There's ZERO counterplay.


I agree with this entire quote except the last sentence. Where 7th edition's RP was basically super good FNP with basically no counterplay, modern FNP interacts with things like multiple damage and stratagems that do extra wounds. That destroyer hanging on by a thread gives you a reason to use Implant Attack. Disintegrators are sometimes less good than dark lances if you need to do a couple extra points of damage to make sure it dies. Freakshow lists can potentially get away with killing fewer models to bypass the FNP and wipe models out with battle shock. That sort of thing.

Making RP FNP would be less unique, but it would be pretty consistent with the representation of similar abilities. Disgustingly Resillient, in my head, is basically just meat getting blown to boogers and then slowly patching itself up with body horror. RP is basically just metal getting blown to scrap and then slowly patching itself up with nanites.

But yeah. I feel the better fix for necrons might be to simply give them more offense. Your opponent can prevent you from rolling for RP by wiping out a unit, but the fact that you have RP is forcing them to wipe out that unit. They had plans for their remaining anti-tank shots, darn it, but then that one warrior had to go and make his saves, and 6 of his buddies will be popping right back up if you don't finish him off this turn. Combine that with the Take Cover stratagem, and you have a frustratingly-resillient force that punishes your opponent for not focusing fire. Now if only the 'crons could reach out and start meaningfully reducing the enemy firepower in return...

'Crons shouldn't auto-win straight up fire fights, but they should force their opponents to overkill units to mitigate the advantage given by RP.

This message was edited 1 time. Last update was at 2018/10/16 05:05:17



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in au
Dakka Veteran




Australia

Wyldhunt wrote:

I agree with this entire quote except the last sentence. Where 7th edition's RP was basically super good FNP with basically no counterplay, modern FNP interacts with things like multiple damage and stratagems that do extra wounds. That destroyer hanging on by a thread gives you a reason to use Implant Attack. Disintegrators are sometimes less good than dark lances if you need to do a couple extra points of damage to make sure it dies. Freakshow lists can potentially get away with killing fewer models to bypass the FNP and wipe models out with battle shock. That sort of thing.


FNP has a lot less interesting counter-play than reanimation protocols, but I think it could a really interesting if given to the Triarch units (Lets be honest, they need it).

Making RP FNP would be less unique, but it would be pretty consistent with the representation of similar abilities.


... and this the main problem with FNP. It makes Necrons less 'unique' and instead a flavour of nurgle.

But yeah. I feel the better fix for necrons might be to simply give them more offense. Your opponent can prevent you from rolling for RP by wiping out a unit, but the fact that you have RP is forcing them to wipe out that unit. They had plans for their remaining anti-tank shots, darn it, but then that one warrior had to go and make his saves, and 6 of his buddies will be popping right back up if you don't finish him off this turn. Combine that with the Take Cover stratagem, and you have a frustratingly-resillient force that punishes your opponent for not focusing fire. Now if only the 'crons could reach out and start meaningfully reducing the enemy firepower in return...

'Crons shouldn't auto-win straight up fire fights, but they should force their opponents to overkill units to mitigate the advantage given by RP.


Personally I really like their current weapon 'power' representation and other than the distinct lack of anti-tank, and feel like that doesn't need to change. After all, the Immortals already have better damage output than a Primaris marine.
One thing that really needs to happen is to present a *reason* why a player shouldn't overkill a unit, or even introduce a risk in doing so. This would make RP more useful in general and if done correctly add in a few more extra micro decisions.

Some side upgrade things from the top of my head

Perhaps that Canoptek Spyders can convert nearby fallen Necrons into Scarab Swarms?
Cryptek can shield a single unit, causing heavy dakka to reflect back at the shooters?
Quantum shield stratagem that makes each successive wound a bit less likely to kill?
Respawn stratagem for Necron Warriors? Making players not want to kill off the whole unit.
Reactive Reanimation that makes it more likely the more models that died this turn?



   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

I'm a fan of bringing back that old 3rd ed Spyder interaction where they can bring back wiped squads.
Maybe allows wiped units to roll RP, but models that fail it can never come back as they are too jacked up to be repaired and have to teleported to the tomb world or something.
A Spyder could use the ability multiple times for the same unit; if it gets destroyed again, it can bring them back, but due to failed rolls permanently killing models the unit would get smaller every time.

That its still a powerful ability, but there's a proper caveat, which is what all powerful abilities should have.

This message was edited 3 times. Last update was at 2018/10/16 09:36:32


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

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

 
   
 
Forum Index » 40K Proposed Rules
Go to: