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Post by High Marshal Timmah on Mar 6, 2011 4:20:27 GMT -5
Well,
I was looking at the Necron codex, and its quite amazing still to this day, at least to me.
First of all, you have the Lord, who when armed with a warscythe, ignores INVULNERABLE saving throws. Cool. Now mount him on a Destroyer Body, and now he is relentless. But not really the best option IMO. I think putting him with a Pariah Unit is pretty damn cool.
Pariahs are S5 T5 as well, and also have warscythes. But there is a problem with Pariahs, they are not Necrons.
So I would put him with 10 Necron Immortals. They are tough as nails, and basically 10 acount as a unit with 20 Str 5 shots blasting off every turn.
Necron warriors are not too bad. Not so in close combat, but they are incredibly effective at range. These guys sole purpose is to stay in cover and blast opponents with Str 4 weaponry. The best part is they can get back up from anything Str 7 or less. Power weapon attacks they do not like, however.
On the fast attack list, the Necron Destroyer is absolutely awesome. Being a jetbike, it can move and then put down 9 to 15 (from 3 to 5 destroyers) Strength 6 AP4 shots at 36 inches.
Then there is possibly the most underestimated unit in the game. The Scarab swarm. Though NOT necron (sadly) these bad boys are AWESOME at tying up units. 30 wounds for 120 Points? That takes a minute to battle through, thats for sure. I have always despised these things. They are fearless and annoying.
Wraiths blow. Nuff said. Next edition we will prolly see power weapons, and then its a wrap.
Again, another underused unit. THE TOMB SPYDER! MONSTROUS CREATURE!!! IGNORES ARMOR SAVES!!! CREATES SCARAB SWARMS automatically every turn when not engaged. S6 T6!
Heavy destroyers. Put in cover and blast your vehicle problems away. Unfortunately range blows, but you can move 12" and shoot!
As far as Ctan... well they have their special uses, and a player must have abover average skill using the necron list to be able to take one of these guys.
Just my thoughts. Enjoy.
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Andrew
=I= Storm Trooper
The Tyrant o' Hives
Posts: 416
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Post by Andrew on Mar 6, 2011 5:33:34 GMT -5
As having played Necrons for a while, I disagree that the dex is still any good. It lacks one of the keys of 5th edition: mobility. In a game where 2 out of 3 games you play are going to be objective based games, you need to be able to get your troops down the field and onto objectives.
Lets face it, one troop choice, one HQ choice and no transports makes for a slow slow army. Granted, destroyers can move, but they are the first things to get shot at every game. The only unit that is really worth its salt is the monolith, simply because its soooo hard to destroy.
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wraith
Veteran Sergeant
Posts: 181
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Post by wraith on Mar 6, 2011 10:40:50 GMT -5
I disagree, the necrons have amazing mobility, if played correctly. Between the monoliths ability to pull units and teleport them back and the lords cloak of shadows they have some of the best mobility in the game. The only problems are that they need to bring both of then to get there mobility, but that's not all those two units do so having to bring them isn't really that much of a problem, and second, after deepstrike they can't charge. (like that's a big deal, why would you charge with necrons anyway?)
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Necrons
Mar 6, 2011 12:38:33 GMT -5
Post by griplion on Mar 6, 2011 12:38:33 GMT -5
personally i still think the necrons can be one of the toughest base armies out there. they are powerarmored "i can hurt anything" get back up monsters. granted to be successfull with them you do need to think and you cant just run around like a chicken with your head cut off. and honestly while some of thier non core units sound nice they dont really fit the army as they make the army much weaker when you take them. especially pariahs. i'm not saying that pariahs aren't powerful but without the necron ability they hurt you twice as a necron player. 1st they dont count towards your phase out so your number starts lower making it easier to force you to leave. 2nd as they dont have the necron ability they cant get up tying up units longer.
quick short games arent the forte of the necrons. next to the 1k sons they are pretty damn close to the best "slow and purposeful" army. even though they dont have that rule. if they can keep shooting you and not get tied up in hth they will do some serious damage. thier biggest drawback is thier phase out. while veil and the monolith are nice they arent nearly enough for an army if the army disappears. and if you put more to give the army more mobility you lose out on your core which keeps you around.
haveing played necrons since before thier current dex. here's what i've learned about thier units:
lord - obviously have to have atleast 1. destroyer body is pretty standard as becoming jump and getting t5 are huge. scythe is nice but the staff works just fine as it keeps him with some shooting ability.
ctan- in big games are nice but otherwise cost too dang many points.
imortals - best unit in the army imho. if only they were troops!!!! t5 and 24" assault guns that literally can hurt anything in the game regardless of toughness or armor is great. every successfull necrons army i've seen and/or played against has these guys.
pariahs - they sound great and are 2nd to imortals for shooting and moving but too vulnerable and need to get close to be of real benefit.
flayed ones - bah. they sound cool but thats about it. no power weapons or rending to help thier hth and no shooting ability at all. not worth thier points imho at all.
wraiths - personally i love them. fast move and ignoring terrain can really surprise your enemy but small units combined with no powerweapon or rending lessens thier combat strenght even remembering that they are I3+ all the time.
hvy destroyers - nice and the higher strength on thier guns helps with tanks but if you kit the army out well you actually get more chances to pop armor without them. that and small units can die too easily even with t5.
destroyers. better mobility and range than immortals with less models and only slightly less shots. another unit high on the list of should have in the army.
scarabs - even just 1 maxed out unit of these guys can be amazing. find that uber hth unit that is charging you that you really dont want near you till you can deal with other parts of your opponents list and send these guys to tie it up. they'll die most likely but with enough wounds to go around they will free the rest of your army up for a while! i just kinda miss thier old str10 ap1 always goes first explosion attack. that was crazy nasty against tanks!!! and would be even worse now with all hth against vehs being against rear armor now.
tomb spyders - worth their points. its not worth giving them a shooting ability just run them where they can support your army best for wbb and hitting vehicles that venture too close. they can also tie up nasties in hth if they are in the right spot too. making scarabs can really help them save wounds from shooting but dont count on that too much as the chance of hurting yourself is still pretty good.
monolith - nice ability but it really does soak up alot of points for a necron army. that said if used well it can really be the anvil used to mash up your opponent. bringing warriors in to rapid fire in somone's face is nothing to laugh at. again just alot of points.actually with its ability to push stuff out of its way when it deep strikes its great for droping in the backfield and letting it just shoot the crap out of the enemy. they'll spend alot of shots or hth to try to take it down. which lessens fire on your other units.
warriors. best for last i guess. point for point one of THE best core troop units in the game. t4 3+ save and a chance to get up against over 75% of the attacks out there are great abilities. thier lack of mobility is thier main drawback. that and being SLOW in hth. but if they were i4 then they would be nuts. thier basic gun which can literally hurt anything in the game is outstanding too. add in putting a lord with a res orb in range of them and you make them neigh on unstoppable. they just keep coming back for more.
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Necrons
Mar 6, 2011 15:42:37 GMT -5
Post by High Marshal Timmah on Mar 6, 2011 15:42:37 GMT -5
"lord - obviously have to have atleast 1. destroyer body is pretty standard as becoming jump and getting t5 are huge. scythe is nice but the staff works just fine as it keeps him with some shooting ability."
- Agree but Destroyers make them Jetbikes, which means they are relentless, can zoom across the table to help resorb the most needy unit.
"scarabs - even just 1 maxed out unit of these guys can be amazing. find that uber hth unit that is charging you that you really dont want near you till you can deal with other parts of your opponents list and send these guys to tie it up. they'll die most likely but with enough wounds to go around they will free the rest of your army up for a while! i just kinda miss thier old str10 ap1 always goes first explosion attack. that was crazy nasty against tanks!!! and would be even worse now with all hth against vehs being against rear armor now.
tomb spyders - worth their points. its not worth giving them a shooting ability just run them where they can support your army best for wbb and hitting vehicles that venture too close. they can also tie up nasties in hth if they are in the right spot too. making scarabs can really help them save wounds from shooting but dont count on that too much as the chance of hurting yourself is still pretty good."
Totally agree. Man I had my Power Fisted terminators tied up with a unit of these for what seemed like all game. Major suckage. Terminators 20 attacks, hit on 3's wound on 2s/3's (power weapon) only gave me 15 hits in which 10 or 11 were wounds. Then by sheer volume they actually wounded (30 attacks hit on 4's wound so 15 hits, 5 wounds, 1 fail save) a terminator.
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Necrons
Mar 6, 2011 18:35:46 GMT -5
Post by Gannon on Mar 6, 2011 18:35:46 GMT -5
Okay so we've heard a lot of opinions on how good/bad they are and what units people think suck and which ones are good. We all have to admit that being a 3rd edition codex in the 5th edition of a game just doesn't cut it. Granted they are still a very viable codex. The question:
What would you do to bring each unit up to date?
We all know that the Necron rule will get changed to FNP. I think this is good. It helps clear up the rule in general and gets rid of the battlefield clutte that sometimes develops when units take high casualties. Plus even though they are easy to paint, I'd rather not lay my model down on it's side.
Necrons don't need to be fearless, and they'll probably stay at I2, so I think if they do get FNP, then Slow and Purposful would be appropriate.
There's been talk of Pokemon Lords (Bronze, Silver, Gold, Platinum) for quite some time I think this would make sense, and with GW's revision of the Necron Canon is quite appropriate [Necrons now have a schedule (set by the Emperor of course, he's the man) in some Imperial Systems on when they attack]. The lord I think needs to be Fearless and be able to give this ability to any unit he joins. At the Bronze level he should have his current stats and they should just go up from there until the Platinum level, where he can emulate the C'tan.
C'tan-Need a regular save for gods sake! There's been talk of these units getting taken out of regular games completely though and I believe unless it's Apocalypse they wouldn't bother getting involved anyways.
Immortals-Great unit right now, unfortunately their models suffer from crappy GW mold problems, after seeing Andrews Immortals that had a 1/8 inch gap between the wrist and hand (where they're supposed to glue on). The only improvements these need is an update to a plastic kit (5 for $50 plus bits). Rules wise these guys rock and don't really need anything else. Although it would be great if their Flayers shot at S5... ... ...
Anyways I don't want to get bogged down going over the same stuff you guys have all ready said I just want some of the metal kits (Immortals, Wraiths, and Flayed Ones) to be updated to plastic, and for Necrons to get another Model like the Monolith but smaller.
I see great things in the future for the Crons.
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Post by High Marshal Timmah on Mar 7, 2011 5:57:45 GMT -5
Wish list for Necrons:
Global - Feel No Pain, Slow to React - Leadership always taken on three dice ala Lizardmen.
HQ - ============================================ Necron Lord - WS5 BS8 S5 T6 W4 I4 A5 LD10 2+4+, Fearless Necron Champion - WS 4 BS 6 S5 T5 W3 I3 A4 LD10 3+4+, Fearless Necron Summoners- 4x WS 3 BS 5 S4 T4 W2 I2 A2 LD9, 3+ 5+ Psykers. . Each Summoner can cast one of the following spells:
Greater Reparations - Squad within 18 inches can reroll failed FNP until end of opponents next turn. In addition, they may roll FNP against weapons that would normally not allow FNP rolls, but may NOT reroll these.
Searing Lasers- 24" Str 6 AP 3 Assault 2 or 24" Str 8 AP 1 Assault 1 Melta.
Summoning - For each Summoner present, the Unit may summon D3 (+1 per each summoner) of Necron warriors each turn to a unit within 24 Inches. If you do not have the entire squad worth of extra models to field, then this spell automatically fails. For example, if you summoned 6 Warriors, but you only had 5 extra models, the spell would fail. But if you rolled 4, then the spell would work as normal.
Elites - ============================================ Pariahs- Same. Immortals- Flayed Ones - Add ripper (Str 6 power weapon)
Troops - ============================================ Necron Warriors- May get Gargant as upgrade. Also may get 1 heavy weapon. Scarab Swarms- Always should have been Troops (but cannot take objectives) Necron Gargants- Double Size warriors who hit massively hard but cannot use weapons very well.
Dedicated Transports - ============================================ Necron Soul Skimmer- A smaller version of a monolith,
Fast Attack- ============================================ Wraiths- Destroyers- Gun Platforms-
Heavy Support- ============================================ Heavy Destroyers- Monolith- Tomb Spyders-
***STILL WORKING ON THIS***
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Necrons
Mar 8, 2011 17:00:32 GMT -5
Post by ziggy4774 on Mar 8, 2011 17:00:32 GMT -5
there should be a close combat troop becuase 3 of thier units(wraith, flayed ones, and pariahs) are close combat specilist, if they do this it would be more attractive to players becuase they would beable to have a close combat army or a shooty army well this is just my thouts
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Necrons
Mar 11, 2011 6:09:32 GMT -5
Post by Chagear on Mar 11, 2011 6:09:32 GMT -5
I like the Ideas, but what about the tomb crawler? and a transport for the warriors? maybe the personal teleporter of the GK could be repeated/improved (we are talking about the masters of teleport here!)? And maybe the lesser lords would lead the warriors to battle? just a thought... As far as improvements I see most of what is suggested making sense. power weapons for the CC stuff and FNP, however, S & P is harsh. Slow to react is a great Idea that I hope they implement. I personally love Scarab swarms as well. with disruptor fields (screened by a unit of other swarms) can mess up vehicles. I like the bots, but the Tau need a new dex first.... so sad that we can't get two alien/ chaos codexes in a row
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