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  1. #1
    The Keenest of Eyes The Hawk's Avatar
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    Covered in Necrodermis, but yelling Waaagh!

    Greetings

    I have been around 40k for a while now, and so far I have been the Hive Mind of a Tyranid force, and a decadent leader of the Dark Eldar. I really favor these armies, but when I finish them, I'm looking for an army that relies on their strength as well as their tactics. Space Marines don't really appeal to me, nor to the CSM. And so I have been looking around in the Necron Codex AND the Ork Codex, and they are seeming pretty good.

    Now I ask you, those tainted by the formidable C'Tan, why should I choose Necrons over Orks? And if I do happen to fall under the mishap of being encased in a living shell for thousands of years, what are the most essential things that I should know about the Necrons?

    Help is much appreciated.

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  3. #2
    Kut Maar Krachtig Zema's Avatar
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    Let's see:

    Orks have more choice and are rock solid close combat specialists, Necrons have a the least choice in 40k but are rock solid shooting and advancing troops. They are a bit cumbered by an older codex while the orks have a new codex and all the advantages that entails (more up to date rules, stronger choices due to power creep).

    The essential thing about necro's is that they have 1 (!) troop choice and if they loose a lot of they're units, they have to phase out. Monoliths are universally feared while the basic troop choice is real good at shooting but really crap at close combat.
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  4. #3
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    also combine the fact that though guass rule although weaker than it used to be can still screw up a land raiders day nothin more heart breaking than a warrior squad with SX guns blowing off the lascannons and immobilizing it in a round of shooting.

    that and destroyers rip apart everything

    immortals are good to
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  5. #4
    No Life King Alzer's Avatar
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    Necrons are a satisfyingly balanced force really. We have excellent shooting, are very resiliant, and have some absolutely nasty close-combat specialists. Combined with the fact that about a third of our army list is jetbikes and we have two different units that grant access to teleportation, we can be fast as well.

    Your previous armies seem to have a common connection, both have really inexpensive, low quality troops. Necrons, on the other hand, have one of the best troops in the game. Alongside this, however, Necrons get just about 0 upgrades (yeah, disruption fields, weee) so our lists are generally rather easy to counter.

    All said and done, Necrons are a tough army to play, we have very strong base abilities, however many opponents know how to counter them. Necrons are like time itself when player properly, wearing down the enemy and never relenting, we are inevitable.

  6. #5
    Senior Member Dark Trainer's Avatar
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    Also, do you want to paint say 50-70 models (Necrons), or do you want to prepare well over 200 (Orks). That's something to consider if cost or time is an issue. If not, your call. Both armies play extremely differently though! Basic necron warriors are like space marines in durability (with a WBB roll), also very shooty. Orks are horde based and very CC oriented. The basic time per turn in a game is pretty simple with necrons (few movements) to long times with Orks (horde).

    I do agree, Necrons have very few models and customization to choose from (yet I still love them).
    Last edited by Dark Trainer; December 3rd, 2008 at 17:15.
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  7. #6
    Senior Member lLonginus's Avatar
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    Also, you can have a 2000 point list for well under 200 bucks. A battle force, an extra unit of warriors, a lord and then whatever else you want. Necrons are durable and have a small model count, making them easier to paint and cheaper to collect.
    My gaming group's new motto: That army you're using is overpowered because it hurts my guys, codex is broken and needs a rewrite.

  8. #7
    gone fishin' avatar of khaine's Avatar
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    one other thing: necrons are getting a new codex sometime soonish, probably in the next year or so. If you don't mind waiting, starting then would be excellent.
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  9. #8
    LO's Resident Time Lord Canew's Avatar
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    I've never played Dark Eldar or nids, so I don't know if you've experienced this, but coming from marines originally, the thing I've noticed about necrons is that, while many of their stats are similar to marines, playing them like a marine army will get you smoked before the end of turn 2 by pretty much anything.

    The necrons rely on support. There really is no such thing as a "lone wolf" unit in this army. With marines, yeah, you can get away with one squad running off to the far corner of the board to snatch an objective or something, because if they get caught out in the open, they can take care of themselves.

    The Necrons do not work like that. If there's one thing I've been learning with these guys, it's to let nothing, and I mean NOTHING stray from the herd. Lone units either can do nothing useful on their own or they get singled out and mowed down without the protection of the rest of the army. Even high-speed longer-range units like destroyers and heavy destroyers must be acting in support of and concert with the core of the army. The lord (our primary HQ choice) is NOT a close-combat specialist, and is only so-so with shooting. He's better using powers and wargear (he's really the only unit right now that CAN take any wargear that matters) to support something else, most commonly your warrior phalanx, a strike team of immortals, or combined with a destroyer body and accompanying wraiths or scarabs. You will not see this guy marching up the battlefield all by himself like an Eldar Avatar or leading the charge into a squad of bezerkers like a SM chaplain.

    However, like the Eldar and some marine builds, a necron army that DOES have complementary units working together is poetry in motion. Take a squad of flayed ones, plus a squad of pariahs, back them up with the Deceiver and laugh at the opponent's psykers. Use a huge scarab swarm to bog down that tricked-out crisis suit commander for the ENTIRE GAME and watch your opponent gnash his teeth in frustration as your other units walk by unscathed. Combine a lord with the Veil of Darkness, attach him to a squad of immortals, and spend the game hopping all over the battlefield punching holes in rear armour and poking TMCs in the eye. Take three squads of wraiths at once backed up by a destroyer lord with warscythe and fly through (yes, THROUGH) solid objects to slice and dice that unit hiding "safely" away from you.

    And we haven't even mentioned the Monolith, which is only THE toughest vehicle in the ENTIRE game! Armour like a land raider but better (living metal FTW!) and two primary weapons, one that can't be removed at all, not even with a "weapon destroyed" hit! Did I mention it can teleport friendly units out of danger? EVEN UNITS LOCKED IN CLOSE COMBAT! Try THAT with a land raider!

    Yes, they are overdue for a new codex, but I still think that, unlike other armies such as the Dark Eldar, all of the necron units we know and love now will still be just as useful if not more so with the new codex, so you're not wasting time and money by starting now.

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  10. #9
    Senior Member Proiteus's Avatar
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    Well with the 5th edition rules I would have to say Necrons, mainly because while the ork codex was built with the 5th edition in mind the Necrons have been put at a disadvantage; for example the lack of anti-tank.

    This of course demands that Necron players use tactics rather than throwing his force at his opponent. The ork codex has solid rules to support such mindless gameplay. So if you looking for an army that relies on tactics as well as brute strength Necrons are what your looking for.

  11. #10
    Member Kalypso's Avatar
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    With Necrons everything works in unison in order to support each other. An army list composition takes time to make sure that every unit supports one another. Tactics are extremely important with well thought out placement to take full advantage of WBB, and stay in a position where they can unleash a torrent of firepower while avoiding assaulting troops.

    Defense and Support seem to be the two qualities i see with the necrons. We are at a bit of a disadvantage since 5th ed. and other armies have started to get their new edition book. But that's one more reason to build great tactics and gives you something to look forawrd to while waiting for the new codex to pop out.

    My recommendation is buy a codex and proxy an army (if it doesnt confuse you) to see if you like the playing style of the necrons. If it is too defensive then orks may be more to your liking. Orks can be tactical aswell but do not depend upon it to the extent that necrons do.
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